Hello PC. Have another simple question for you guys.
Im in a situation where i want a simple viewport grab of some of my props.
However, i seem to encounter some issues regarding lighting and textures.
What i want is this flat and very clean look with wireframes.
Much like this:
However, my textures endup looking totally compressed with wrong color values, and wheird artefacts where there would be gradiants.
I also would like to know how to completly remove shading in the viewport for this kind of presentation. Consistent colors dosnt work and i really dont want to use the shaded or realistic options. Simply , no lighting or shading at all.
Probably going to be really simple. Im using Max 2014
EDIT: Just to get things clear. I have allready checked the Max settings for display texture resolution, that is set to match bitmap as close as possible. Its the color artifacting/compression im having issues with.
Replies
Well yeah. They are 1024 maps. But it happends to basicly every size.
How it looks in max (but even slightly worse than this)
Original texture 512x512
Dont know if it matters, but im using Nitrous and Realistic Materials with Maps. Is this something i should stay away from? go back to OpenGl or Direct3d or whatever?
EDIT: examples didnt really show the issue, but in Photoshop i get a perfect gradiant. whereas i get this banding thing in Max. Its moore apparent in some cases moore than other.
Are you saving out the map as a TGA at a low bit depth perhaps (16bit TGAs will get that banding)? Or are you using the actual psd in Max?
Couldnt upload the texture tga to imgur.
Would be intresting to know how and why this happend though.
Also, do yourself a favor and switch back to directX.
I second this. I've used Nitrous for a while, and it gave me various issues...
1. Back polys showing s front
2. Viewport shading solution taking forever to reload
3. Even if I just went into a menu!
I went back to Direct3D and found that it too has caught up and now has tone mapping, ambient occlusion, viewport shadows.