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Need Help Please :) PART ONE

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  • Need Help Please :) PART ONE

    (The complete post is available here since in this forum I can only attach 5 images at a time.)

    Okay, so I've finished the modeling and rigging of my shorts and spent some time designing the texture. I ran into some roadblocks. But first, this is where I started...

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    Then I made the UV map / the Ambient Occlusion, with specular & normal mapping which is a first time try for me. This is what it initially looks like - I very specifically created the dimensions 2048 x 2048 with resolution at 300 so the texture resolution comes out crisp and sharp.

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    (next... Part 2)
    Discontent is the first necessity of progress.
    - Thomas Edison

  • #2
    PART TWO

    This is how it looks AFTER I textured the AO in Photoshop. Everything looks perfectly here. I used high resolution stuff and no blurring occurs even when I zoom in past the actual size.

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    This is how the texture looks uploaded on the mesh...

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    ...Which looked fine UNTIL you zoom in. The texture looks blurry and compressed.

    (Next... Part Three )
    Discontent is the first necessity of progress.
    - Thomas Edison

    Comment


    • #3
      PART THREE

      Let me show you a more obvious blurring on the mesh. This is how my Soken label looks on Photoshop...

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      This is how the SAME texture looks blurry on the mesh...

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      In every single mesh I create, when the time comes to texturing this always happens. I tried rendering my UV & AO at 1024x1024 and then 2048x2048. I tried saving my texture design in Photoshop as Jpeg and then Targa files and looked at them side by side. Nothing makes a difference. What am I doing wrong please? I just can't figure it out and finally trying to seek help.

      This is how the finished rigged and textured mesh looks on my character...

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      Thanks for reading :) I hope someone gets back to me.
      Discontent is the first necessity of progress.
      - Thomas Edison

      Comment


      • #4
        Your game engine will probably have some resolution restrictions. A bunch of character running around on screen with 2048x2048 textures can quickly bog down computers that don't have robust video cards. Not sure what you're using there, but if you're in any sort of Second Life-ish engine - I'm sure they have really intense restrictions on texture sizes. Even unity - by default downsamples any large textures to 1024x1024 (although you can override that). If you're using any game engine where a lot of people are going to be on screen, or where the final user may not have a beefy machine - it's is probably downsampling any and all textures to 512x512 or smaller. It's likely there isn't anything you can do about that.

        Comment


        • #5
          Ohh that makes alot of sense. Thank you so much. :D
          Discontent is the first necessity of progress.
          - Thomas Edison

          Comment

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