You're only going to be getting stretching if you scale the UVs non uniformly, or if you're not accounting for how your texture will deform when you rig and animate the mesh.
If you scale it equally in U and V then you won't get stretching from that.
E: didn't see your bold stuff in the quote.
I was using H2V as an example to demonstrate your flawed logic of "Well it doesn't run on most machines, so it must be optimized."
Also, I'm not saying that Snaf and Neuro don't know what they're doing. They both are extremely smart people who are great artists, I'm saying that you're taking what they told you a bit too literally and wasting tons of space because of it. I'm not in the industry yet or anything, but I know what I'm doing here, I'm about to graduate from college with a BS in Game Art. I know my shit too sir.
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