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Original Post
Head Mapping - shaders vs no shaders
Im pretty new around here so i wasn't here when shaders were introduced, but the no shader verson of the sphere is significantly better than the shader version. is this how it is going to stay?

with shaders on the top of the sphere jumps around in triangular directions if you spend the time to figure out whats going on, and the very top is completely bizzare getting mirrored and stretched all over the place. while the no shaders maps correctly as you would expect a sphere to be mapped.

basically should I be trying to texture around the shader stretching or not?

identical head textures: shaders vs no shaders

shaders


no shaders
Last edited by 13chillz; Jun 19, 2013 at 12:08 AM.
Going out on a limb since I don't texture, but I believe that most artists create textures on the regular (non-shader) format. As for why, my guess would be that it's what's most commonly used throughout the community anyways.
The warping on the shader one is entirely dependant on hardware. Always aim for circular since that's how it's supposed to be rendered.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
Why is it hardware dependent?

Just curious because I always thought that the top distortion was a software side error from Toribash.
(>^_^)>