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lukx
08-23-2003, 10:31 AM
Sorry for my general question but I'm newbie in texturing.
I read Leigh texturing tutorial and there are some rules about texture size. But I still don't know if I should stick with for example square or rectangular size. Let's take for example head texture. It will look different when using square resolution and rectangular am I right? Oh..:banghead: :banghead: I'm really confused there...maybe someone here could explain me more specific how does this whole resolution thing works? I know that bigger texture means better quality but this whole square and rectangular thing how is working?

leigh
08-23-2003, 03:35 PM
The shape of the image used depends on the shape of the model you are applying it to :)

UV maps are generally generated in square templates, so they are usually always square, that's all :)

I think you may be getting confused between image shape (as in image dimensions) and image file size though...

lukx
08-23-2003, 04:00 PM
maybe I didn't explain correctly what I mean...here are images:
One is Unwrap UVW
http://lukx.hellnet.gliwice.pl/CGTalk/Snap1a.jpg

and the other is texporter image with resolution 800x600 as you can see it's size is wrong
http://lukx.hellnet.gliwice.pl/CGTalk/Snap2a.jpg

leigh
08-23-2003, 04:09 PM
The important thing for accuracy is that you crop the image according to the template that your unwrapping app gives you :)

In the case of Textporter, it seems as if the program exports the image as a rectangle, yes? Then keep it that way :)

Stroker
08-23-2003, 04:51 PM
I think using cube textures is just a habit. For games, it's usually mandatory. In most other cases, a non-cube is perfectly "legal".

In the example given, the 800x600 is not exactly wrong. In UVW Unwrap, the space just happens to be a cube. However, it looks like a texture hasn't been assigned just yet. With that as it is, I bet there will be some stretching (horizontal or vertical - I get them mixed up sometimes). So, to "fix" the stretching that will probably occur with a cubic map, the final texture dimensions were stretched horizontally when exported from Textporter.

Man, this is tough to explain.

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