i'll start this off by saying i have virtually no experience doing 3D graphics generation of any sort. still, i know my way around photoshop, and i'm a fast learner. with that said...
i was wondering if anyone could help me understand how textures are mapped onto ship components, especially in TA. i'm hoping to see the few remaining components with low-res textures from DL go away by v 2.0. i'll be very happy if that does happen, but i have further ideas.
by poking around in the files and visual observation, it seems like a the textures are re-used on multiple ship components. i think this might be correct because of the talk of "memory optimizations." but i am unsure. can anyone confirm for me? if this is the case, i don't understand how the 3D engine 'knows' what parts of a texture to map onto a given wire frame, and what parts to ignore (if any): assuming this is a valid question, can anyone explain how it works? if there's are articles or tutorials somewhere online, i'd be more than happy to undertake self-directed learning: i don't expect a full course of study in 3D CGI or anything; my main challenge is that i don't even know enough to figure out what it is i need to know.
i ask because i was wondering if it'd be possible to 'copy' existing wireframes (or any appropriate files) but map alternative textures onto them. the idea here is to increase the number of jewelry pieces available in a given visual style without haivng to build everything from scratch.