Aright, this UV mapping B.S is pissing me off. Let me illustrate.
In the image below, I have the UV’s of my mesh, just the way I want them and according to my calculations I will need a texture image of 64x128 pixels, illustrated by the green outline.
Ok, so I add my image (64x128) and my UV’s decide to go haywire. I’ve looked over every single menue item and I just don’t see anything relevant to stop the UV’s from destorting.
I’m essentially trying get less dead space on my textures. So, if anybody knows what I’m missing or not doing, please let me know.