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shinkicker

Vehicle internal /external views

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The windows are meant to be a separate UV set to the rest of the vehicle using a different texture tile.

Ingame the main vehicle mesh is probably using a 2048*2048 px image for a texture, where the windows are probably only on a 512*512 px image; so the actual pixel resolution of these two UV sets when applied to the vehicle (pixels per meter, in terms of the overall vehicle mesh) will be roughly the same, if not better on the actual bodywork of the vehicle. As Abs says, the issue is UV coverage.

If you make an image using your checkerboard pattern where you tile the 512*512 image you're using currently a couple of times next to eachother, to form a large 2048*2048 image made up of 16 512*512 checkerboards, then apply that image to just the wheels, doors bonnet etc. and not the windows, you'll suddenly see that the squares on the body of the vehicle become smaller than those on the windows, and are thus higher resolution and less blurry than the windows.

Going to try now and will report back (thx in advance)

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Ah. Thanks for the clarification :)

What Pufu says about the UVs is absolutely true. For realtime rendering, optimizing the texel ratios for what the user will be focussing on is very effective. Another reason why one texture might look way more detailed than another is that the texture for the main body UV set is probably way bigger than the one for the windows. If you apply the same texture to all assets regardless of what size texture they're meant for, you're bound to get massively different texel ratios.

Not to muddy the water, but the screenshot you show looks like there is dithering in the texture which is a paa compression artifact. It could be that the hue and value variation in the uv test image is so high that it's not able to generate a very accurate colour index. Or, it could be an encoding problem. As a last test, you might try using whatever file, manually saving it as a 24 bit tga, then using texview 2 to manually convert it to a paa.

If your file still lacks sharpness, you can try getting a 2048 or 4096 image and see how that compresses.

After that, if you think your render in buldozer still lacks sharpness, we can discuss your buldozer config file :p

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Going to try now and will report back (thx in advance)

Worked perfectly, thanks so much.

Now I just need to work out why my wheels axel is sticking halfway out the side when I turn.

---------- Post added at 15:44 ---------- Previous post was at 15:42 ----------

If your file still lacks sharpness, you can try getting a 2048 or 4096 image and see how that compresses.

That's exactly what it was - using a 2048 x 2048 did a pefect job :)

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