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SockMonkey
11-13-2005, 12:35 PM
Am I understanding this right:
So if I have a picture that has a character in it rendered at, say, 600x800, the texture size doesn't need to be any larger than 600x800?
But if it's, say, a close-up face shot rendered at 2000x2000, then the face texture image should be 2000x2000?
I know how to make textures with Photoshop, Painter and Deep Paint 3D, but I'm confuzzled as to how I can get the best results with the least RAM expenditure, not to mention file size.
Thanks!
Mike

rokandic
11-14-2005, 04:33 PM
What you say is correct provided the UV area of the face you're rendering covers the whole texture. In other words if you look at your UV map and the area you're rendering covers only the bottom left half of the texture then the map should be 2 times the rendering resolution.

Hope this helps,
Rok

joconnell
11-14-2005, 04:53 PM
Here's another way of looking at it which is dependant on your final output res. Lets say our final output res is 1000 x 1000. What you need to do is find out what portion of the screen your element will take up and make your map twice as large as that resolution.

Say for example you have a model of a face which will be framed so that it takes up the entire rendered image window, what you do is pretty much double your final render res to allow the rendering engione enough detail for anti aliasing so in this case you'd end up with 1000 x 1000 x 2 which is 2000 x 2000.

Next, lets take a model that only takes up half the height and half the width of our window so 500 x 500 (effectively a quarter of the screen), what we do again is take the area of the final render the object will appear at and double it so 500 x 500 x 2 = 1000 x 1000.

Say though we end up with our object larger than frame? For example again if we have a head model and are zoomed in on the middle third of it - our head model is actually 3 times larger than our output frame. What you then need to do is multiply the factor we've zoomed in by by our final output res, by 2 for the final res so 3 (since we've zoomed in so that a thgird of our object fills the full frame) x 1000 x 1000 (final output res) x 2 (to take into account anti aliasing)

Hopefully this helps :)

SockMonkey
11-14-2005, 10:40 PM
Wow, thank you both for the insightful replies! I do understand what you're saying, but I never thought there'd be so much math in texturing. ;)
But it makes alot of sense now, when I think back to some of the results I've had before I started experimenting with resolution.
Thanks a million!

leigh
11-14-2005, 10:52 PM
Here you go, I wrote this article on this very subject:

http://leigh.cgcommunity.com/pdf/size_does_count.pdf

Ideally, your textures should always be as large as possible, because you can create finer details in them when they're on larger canvasses.

SockMonkey
11-15-2005, 01:43 AM
Thank you, Leigh, that's a great help. :)

wumartyen
11-18-2005, 10:13 PM
Thanks, Leigh.

Your article really answers a lot!!

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