Hello,
I tried to search and fix this but without success.
I imported a 2048x2048 texture into spotlight, scaled it down to paint at the desired size, made a texture from polypaint.
and when I open it in photoshop I get a very blurry/pixelated and low res image. Why?
I tried to export at 4096 but I can’t find the settings to do so.
Thank you for helping
Polypaint exports low res
Check the Zbrush docs online for the procedure, there are preset buttons for texture maps. You should create at the highest res from polypaint, clone then export from the texture tab. Good luck.
Thank you for your answer, I’ll check the texture creation option more in depth this time.
If you are using Multi-Map Exporter to export the texture map, you will in the options presets for 1k, 2k and 4k sizes. Or you can use the slider for a custom size.
Ok, so I’ve used the tips , multi-map export options etc.
But, in fact the problem comes from something else. Actually the paint resolution is low in the first place, I don’t know why. I open my texture in spotlight, it is a 2048x2048 image of a fabric, so the res is pretty good, especially considering the fact that I don’t spread it one tile on the mesh, but rather I tile it multiple times so it should be even greater in resolution at the end.
But it seems that spotlight uses a downsized version of the image or I don’t know…
See pic (here the res is 4096 seen at 100% in photoshop so it’s actual pixels)
In that case your mesh density is probably way too low to support a high detailed texture. Subdivide your model a few times and paint the texture on at the highest subdivision.
Well, I don’t know if it was sufficient but I had already 4 subdivision levels on the model, I think it was 1,3 million polys, but it is a full character so it may not be enough.
I’ll try to subdivide it more.
Maybe just subdivide once more. That will give you 4 million polys and should make the difference. Let us know how it works out for you.
Ok, so I subdivided it once or twice more (5.4 mil polys now).
The result is still very bad. See the original texture, you can clearly see the difference.
Edit:
I’m aware of the fact that the UV space allocated for the painted area has to be big enough in order to have a decent resolution, and the uv layout is 8192x8192, the original texture is 3200x4500, and as said above the mesh has enough polys. So I really don’t see what’s going on.
Yes that still looks soft even at 5 million polys, which should be more than enough.
About the UV, have you had a look at it to see how much area the jeans take up? Maybe the jeans area on the UV needs to be made bigger? You seem to have everything else covered and all I can think of now is the UV map.
You can directly scale and move UV islands in ZBrush, or in UVMapper, if needed.
The uv space for the jeans is more than enough imo, because the uv layout is 8192x8192 big and the jeans take almost half of it.
I really don’t understand what is going on. I can only think that the spotlight is the problem and that something is wrong with its projection quality. I’ve heard about HD Tiling for polypaint, but I couldn’t find where it is.
If it looks detailed enough during poly painting with Spotlight, that isn’t the problem. Generally speaking Spotlight is WYSIWYG in the exported texture.
I’m kind of out of ideas now, sorry. If Informerman pops in soon he might be able to help more than I can.
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