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yoshi99
02-21-2009, 10:53 PM
hey guys I'm kinda a newbie when it comes to making texture! Here's a game model I've designed...I set up the UV's and painted a face texture to see how it would turn out.....but ended up with poor detail

http://i2.photobucket.com/albums/y40/teck66/textcg1.jpg

http://i2.photobucket.com/albums/y40/teck66/cgtext2.jpg


http://i2.photobucket.com/albums/y40/teck66/cgtext3.jpg



see! the textures are so clean and crisp, not blurry like mine help
http://i2.photobucket.com/albums/y40/teck66/textcg4.jpg
http://i2.photobucket.com/albums/y40/teck66/33.jpg


This is being done on a 32 bit system
The texture size is 1024 x 1024
I'm using Maya

THANKS

McKertis
02-22-2009, 06:11 AM
Eh, i asked the same question awhile back and got no answers. As if nobody even knew what i was talking about...must be a close guarded secret only shared after a secret handshake or something.

aleph-zahir
02-22-2009, 07:50 AM
Nice work!

I don't use maya, so this is something of a shot in the dark based on your UI screenshot.

Have you tried changing the pre-filter radius?

Max has a feature to blur the textures to a certain radius relative to your world units, so I assume this is the equivalent.

Try taking it off, and see if the texture comes out sharp (but maybe jagged), and then slowly bring it up to reach a compromise which suits the size of the model and the resolution of the texture.

I googled pre-filter radius briefly, and the first few results' summaries seem to support this.

Though the fact it's called "pre-filter" instead of just "filter" implies there might be more texture filtering somewhere you also need to tweak. Unles it's render-time filtering it's referring to, in which case that should be automatically scaled to a sensible value.

To test it I recommend you put a 1 pixel wide diagonal line (without anti-alias) on your texture temporarily to help gauge the effects.

FabioMSilva
02-22-2009, 09:29 AM
Eh, i asked the same question awhile back and got no answers. As if nobody even knew what i was talking about...must be a close guarded secret only shared after a secret handshake or something.

lol

there are several things to keep in mind if you want shrp textures
1st...you is a game model..it will never look as good as in those- pre-rendered images.
2nd- your texture is washed out. you need to make it more sharp in the texture file in order to look sharp in the texture file, because if it doesnt, it wont look good on the model_(well, at least not sharp)
3- image size counts
4- sharp filter on photoshop

hope that helps

aleph-zahir
02-22-2009, 09:52 AM
Further to the previous post, if you want to find out how much sharp detail is in your texture, try the "high pass" filter in photoshop (under "filters/other" I think).

That will extract only the details which are smaller than the size you specify in the filter dialogue.

If you start at 0 and slide it slowly to the right until some details appear, it tells you how big those details are.

If you have to slide it quite a long way before anything appears, it's because the texture doesn't have any sharp details.

divi
02-22-2009, 11:18 AM
on top of that your UVs give a lot of texture space to all the skin under the hair which won't be seen anyway. try to adjust them to get more resolution on the face itself or use a higher resolution for the texture.

GrogMcGee
02-22-2009, 04:15 PM
As has been said turn off that prefiltering.

With that face UVs select the actual face UVs and scale them larger and use the layout tool to lay them out again (with the pin selected UVs option on).

yoshi99
02-22-2009, 04:18 PM
thanks guys I'll try some of that out!:cool:

Marcel
02-22-2009, 06:37 PM
It's probably just the preview size of textures being set to a very low resolution (256x256). Only I can't remember where to set it to a higher value.

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