Hello again, RB.
Maybe an article\tutorial on the following would be of benefit to others besides myself?
I have started to use Blender for my modeling and I am lost as to how the scaling used in Blender (or other modelling packages) relates to the final size of the model as would be used in-game.
In Blender we have the BU - the blender unit - as a means of measuring something. A BU can represent whatever distance the user wants it to be, so for example 1 BU could represent 1 meter for me, but for you it could represent 5 meters. If I scale my model down by 50% I get a model .5 of a 'meter', if you scale it down by 50%, you get a model 2.5 'meters' in size.
Suppose for my game I have a texture 25 x 25 pixels in size and I require a cube which in-game will be 25 x 25 x 25 pixels onto which I want to map this texture. How do I ensure that my scaling of the cube in blender relates exactly to 25 x 25 x 25 pixels in size so that I can accurately UV map the cube without ending up with a distorted texture which would result from a cube size other than 25 x 25 x 25?
Looking forward to your feedback.
Thanks for reading.