Hi all, I've got a quick question about Diffuse texture maps. I have been using JPEG images for my Diffuse textures, and the program I'm using for 3D Modeling is Maya. Is JPEG a good/decent image format to use for Diffuse textures, or should I be using a different file format? I'm not sure if I should be using a different…
For TGA files, they are only 8 bit correct? Sorry if this sounds like a silly question, I just want to ensure that there isn't a 16 bit TGA file or anything that I should be using instead, or if 8 bit is the only format for a TGA file.
JPG is a lossy format, which means every time you save, it adds more noise. Not a good idea for texturing. Better to use a lossless format, like PSD (if you're using Photoshop) or TGA or TIF. Re-saving these formats will never add noise, because they are lossless. JPG doesn't have an alpha channel, which is often needed…
Yep. TGAs can be 8bpp (256 colors), 16bpp (65536 colors), 24bpp (16m colors), or 32bpp (24bpp plus alpha). TIFF supports all those, plus it also supports higher bits per CHANNEL (bpc). There's 8 bits per pixel (256 colors) and there's 8 bits per channel (16 million), two very different things. The options for saving or…
According to the Wikipedia article, 32 bits per pixel is the highest option available for TGA. In this case it's using true-colour 24 bit RGB data and an 8 bit alpha channel. Note that it's your game engine that dictates what formats you can use, then you can pick the one that supports the features you need and is the most…