Hi, so I’m interested in creating some sprite sheets for eye and mouth animation of a flat surface. I thought about splitting them up and that would require 3 different textures. one for each eye, and one for the mouth.
I’m using Maya to create the mesh and UV and I understand I’d need a new UV-set for each part.
What I really wonder is, should I move the UV shell or offset the texture itself for each sprite?
I’ve found some scripts I’m going to test out aswell.
Either Way, How would I layout the UV:s in maya so that it would move to the next space.
For example say I’ve mapped the polygons handling the L_eye in a dedicated UV Set named L_eye_uvSet.
The texture I will be using consists of a 3x3 image grid. The tricky thing is(and I guess this just applies to Maya) how would I layout the UV in the exact top left square.
Or is this something that would just need to be eyeballed in and when the script moves it around it’s only concern is to move it with the consideration to the 3x3 grid. So depending on how exact I’ve matched it to the first sprite it will always move it accordingly on the next.
Also I’ve seen the sprites where they are laid out in a straight fashion. how does that work since when you attach an image that’s non-quadratic it will be squashed in Maya.
I hope I’ve made myself clear enough, otherwise let me know, and I would really love some answers on this.
Thanks!