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phazemonster
09-15-2003, 08:35 PM
Hi Everyone
I am Tim and this is my first post on here cool! lol! Anyways I am Texturing a really groovy Chinnook Helicopter in Maya that has about 3100 polys and will be exorting to Deep UV, and Deepaint 3d 2.1 for finalization of painting. I want feedback on recommendations for the ship's textures size = Map Size? pixels. This will be eventually converted back to a subd model in Maya. As of right now I am currently moving and sewing UVs in Maya and I am just working with one half of the ship. I will complete the stitching soon to make it pretty much seamless for texturing. This will be a very detailed model in the end with all the sheetmetal's seams and riviots on the surface of the body. Any Ideas? thoughts? Your feedback is very much welcomed!
Thank you Tim C.

leigh
09-15-2003, 09:06 PM
It depends what size the chopper will be shown in the final frame :)

Always go as high res as your computer will allow you though, just to be safe. But as a general rule of thumb, any area of texture that fills the screen once rendered should have that area of texture that is showing created at a resolution of at least a size equal to that of the frame, or preferably bigger.

kleinluka
09-15-2003, 10:03 PM
as Leigh said, do a high res texture to be safe, you can still scale it down w/o losing too much detail if needed.

phazemonster
09-17-2003, 12:36 AM
Hi
Thanks for writing and I was wondering how big a texture size? 1024 pixels? more? or will 512 be enough? after all, I will be puting in alot of seams, riviot, etc., and the surface color will be a dull black with a major grunge and flat paint with some shine from sunlight of course from lighting. Thanks again T. :cool:

kleinluka
09-17-2003, 08:13 AM
It really depends on what you are going to use it for.
If you mean to use the texture in a game it also depends on what engine said game is running and what texture sizes it can handle.

As for non-game stuff I'd guess you can take any size but the bigger the texture the more time it will take to render. And yeah...you should really only use high-res textures when needed.
But uhhhh, I really don't know a lot about non-game texturing. Any film gurus feel like commenting on this ? Leigh?

EricChadwick
09-17-2003, 04:01 PM
Good planning helps remove a lot of the uncertainty about texture and mesh resolutions.

It sounds like you may be making this model for learning purposes. If so, then set up some cameras around your model and choose how large you want the final renders to be.

Use those final pixels as a guide. If the door handle will end up at a maximum of 120 pixels wide in the render, then the door handle texture shouldn't be any larger than that. It would be a waste of painting time, a waste of HD space, a waste of video memory, a waste of render time.

Most professionals plan their shots carefully, only building as much detail as will actually be on screen in the final rendered image. If the character is never seen from behind, then you don't do any work on his spine or bum.

Anyhow, my 2 cents.

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