modler 4096 issue

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 01 January 2012   #1
modler 4096 issue

Hi all, I am trying to re-create a city from a digital map. The image is 6000x6000 pixels. Lightwave can load the image into modler no problem, but when I zoom in to do work its pixelated. I have increased image res in modler to 4096, but its still pixelated. In photshop or windows viewer, its just fine. Can I remedy this or is that as far as lightwave can go.

Need help plse.

Also I am working on a non funded sci-fi project called Harmondale Awekening if anyone is interested. Check out my website to view examples of my works.
http://www.jacobjgrant.netau.net/
 
Old 01 January 2012   #2
Yep, 4096 is as high as lw can go in terms of bg image or opengl texture size.
__________________
Push - The force exerted on the door marked "pull"


 
Old 01 January 2012   #3
Ty

Thank you for that matey. Thought as much. I do have another question though. I have started to use z-brush alongside lightwave, but when it comes to exporting and the apply my normal maps, I come unstuck. I have seen a few tutorials for lightwave, but they are for older versions of lightwve and I have 10. It still uses the node editor to apply the maps, but it never seems to work out properly when I do it. I have flipped, created tled maps and it still dosnt look like the zbrush model. I have pushed up the polygon count in lightwave because I was told you need about 2-3 times the ammount of poly's in lightwave to recrate the same geometry in lightwave, but it still looks odd.

The way I have got it to work as I can is to export a displacement map, then appy that to my bump map. Go into the object properties and select the bump option. It works kinda ok.

I dont use the standard way of creatingthe uv's I use the uUV master plugin.

Is there anyway around this.
 
Old 01 January 2012   #4
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:43 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.