Originally Posted by
zenzen213
Ok, thank you.
So basically, if I put say a circle or other shape on a 512x512, it would come out appearing stretched, but if it was 1024x512 it would show as a proper circle like as it was originally drawn?
If you look at the texture you can see that from top to bottom of the texture is from top to bottom of the sphere, only 180 degrees. If you look at the left to right of the texture you can see that it goes from the back of the sphere all the way around 360 degrees to the back again.
Thus we know that horizontally the texture actually covers twice as much distance as it does vertically. Does this make sense to you?
So if you were to draw a texture on 512x512 then the horizontal would be stretched to twice it's width. If you draw a circle on 512x512 it becomes a wide oval, to compensate artists have to halve the width of things they draw.
This is awkward, so many find it easier to double the width while they are working, so if they draw a circle on the texture it appears as a circle on the head in game. Then they just have to scale the width to 50% down to 512x512 when they are done.
Also please note that this only applies to the middle section of the head, as at the top and bottom it's very distorted no matter what, if you draw a circle near the top or bottom it won't be a circle!
Here's an example head texture that has a few circles, as you can see they look squashed, but when stretched to double the width they will be round:
Here is another, of a human head, you can see the face looks long, but when ingame it will look normally proportioned:
Here's an example of the opposite where I projected an image onto the sphere then baked the texture map
Original image
Projected onto sphere
Resultant texture
This question comes up a lot, so hopefully I could illustrate it well once and for all...