Jump to content
Sign in to follow this  
xnodunitx

Texture problem,darn quality.

Recommended Posts

Okay so I was working in O2 a bit and decided for a new project that rather than using alot of 1024x1024 to make up one body piece or something of that nature,I would simply make one 2048x2048 texture that would hold the entire exterior,atleast the main portion. So I did this but for some reason my textures show up as basicly crap,I don't mean in O2 but ingame as well.

Textview/O2 conversion causes the stuff to become spotted,color to become heavily distorted and look sickly,paatool causes some colors to distort and look more pixelated and smudged,its as if I'm screwed no matter what I do,any suggestions? Oh and heres an image of how it shows them.

show7yj.jpg

Topmost is paatool conversion,middle is textview/O2 conversion and bottom is how it looks in photoshop,is this a case of "I'm screwed" Or do I have no choice but to make the size of the components on texture large rather than try to fit it all on one sheet?

This is not the first time I'v had this problem but I have had it various times.

Share this post


Link to post
Share on other sites

this happens be cause your texture is too plain

add slight noise and use the render clouds option

with 2 slightly diffrent tones of your olive green in photoshop

then youll get rid of it

+ the surface wont look that dull smile_o.gif

Share this post


Link to post
Share on other sites

Yeah I had the same problem...my textures looked all smeared and whatnot,but I found on brighter colors it didn't do this for some reason,you might have to change the color.

Share this post


Link to post
Share on other sites

Thanks Nephilim,I'll try it out and see what happens,I really hope it works,I was but maybe a minute or two into the texturing and I noticed that and I just went ballistic,but I hope that your tips work.

Share this post


Link to post
Share on other sites

That always happens to me too. Adding noise doesnt really do anything.

zscopecopy.jpg

After conversion

zscopecopy1.jpg

Before

It makes me mad banghead.gif

Share this post


Link to post
Share on other sites

there are two ways of painting surfaces

you can use one plain color or mix of colors that will just create impression of one flat color.

Share this post


Link to post
Share on other sites

There must be something I'm missing about palette order or something ........ if I convert a gray-scale version of my texture it comes out near perfect and half the file size of other conversions .... but if I try converting a colour version of the texture it looks like someone spewd pizza over it mad_o.gif

What hasn't been said about a raw textures palette ?

Share this post


Link to post
Share on other sites

From what ive noticed is that any plain color that is applied and doesnt have any shades of the native color will cause some weird artefacts when converted with paatool (or even texview or oxygen).

however if you eg render some clouds with photoshop in your base layer with a slightly brighter or darker tone to the base color will get rid of those artifacts.

addings some slight noise can even improve it..

y is this so?

from the bare appearance paa´s are similar to jpegs.

means they compress the colorange and delete several shades in the texture.

eg if you paint a existing jpeg image with the paint bucket (in ms paint) the compressed gaps will be filled with the new color. and thats basically the same what happens with paa´s.

these "gaps" create those artifacts you can see.

to reduce this simply add more shades to the texture via "render clouds" and "add noise".

paa textures will never be 100% as good as the original tga.

this would be pretty cpu intensive as a tga file of a 1024*1024 can be already like 12mb large!...

and a paa texture of same size is basically always 1.66mb large.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×