Hey
Right now Im working on a litte fruit shop, and the modelling is done,
so moving on to texturing.
So..
I render a 2048 x 2048 UVW out from max, put into PS and I find a tree texture, just for trying, but when I have scaled, moved and painting, I look at it in 3ds max and the textures are all blurry and ugly.
Whats wrong?
I thought that it would be some nice texture when the UVW is 2048 x 2048?
Replies
Here it is
customise menu at top row of menus>preferences>viewport>configure driver. Check your image resolution and select maximum resolution and match bitmap size as close as possible on both options.
Also check your mip map settings as well, sometimes mip mapping can make textures blurry if you're looking at the geometry from narrow angles, etc.
Hope that helps!
I have checked my viewport settings and it looks like it should.
This is driven me crazy, my first game assets and its already f..... up!
Aye, this will be the winner (what you're getting at). I'd bet my left testicle on it.
Customize, Preferences, Viewports, Configure Driver.
Set your viewport textures to be as large as possible, and 'match bitmap size'.
edit: also, in the future you should post an issue like this in Technical Talk instead.
Yeah even though it's a 2048, if you only have a little bit of the texture for the UV's it'll still be blurry. You should post your UV layout if you can.
Here is a picture of my UVW and a picture of one of the textures im using(2240 x 1680)
look at this example, the wood needs to fit each uv island.
Here is at screenshot of the whole prop.
I tried to do what xvampire said, and this is what I come up with.
So now I just have to pack my uvw so it match this texture sheet right?
Max doesn't render that well textures that don't follow this!
I have done what xvampire said, but I dont understand because, when I find at texture I like, I have to scale it down and dublicate it to match the unwrap, but its still blurry???
1. Sharpen the image. Use the "unsharp mask" for this, found in filter > sharpen > unsharp mask. When I make textures, that is my last step, I sharpen it up slightly. Keep threshold at 0 levels always, and then don't let the radius get above 2.0 pixels (it's pointless after that) and usually my percentage stays between 30-70%. Then after doing that, duplicate the layer, de-saturate it, and run a high pass filter. This is found in filter > other > high pass. This will bring out the hot highlights of your texture, and on that one I generally keep it between .5 to .9 and never go above 2.0, then apply that layer as an overlay. This will help sharpen the image.
2. The other thing to consider is that generally speaking, when you make textures, you need to make them to be sharp from a loosely set distance away. Every single game ever will have blurry textures if you go mash your face up against whatever it is. Because of the way the pixels work, work from a set distance away and make your thing look awesome from there and if it looks really blurry close up? That really doesn't matter so long as it looks good from the distance you'll be rendering and viewing it from.
and everybody else, thank you for your advices