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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 24 1:37 pm)



Subject: UV map size ratio?


Boni ( ) posted Tue, 02 December 2014 at 6:41 AM · edited Mon, 24 February 2025 at 11:43 PM

So ... I'm making characters ... I want to add some texture across face/limbs/torso ... I want to make sure the size is consistent.  What is the size proportion/ratio between the 3 maps?  Does anyone know?

Boni



"Be Hero to Yourself" -- Peter Tork


vilters ( ) posted Tue, 02 December 2014 at 7:11 AM · edited Tue, 02 December 2014 at 7:12 AM

 Maps are best at the power of 2
256x256
512x512
1024x1024
2048x2048
4096x4096
8192x8192

These are the 3D industry standards.

What you can do (examples) is use one size for the diffuse map, and another size for the Displacement map, and et another size for a transmap
But for any size, stick to the power of 2 rule as above.

Best regards, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
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Boni ( ) posted Tue, 02 December 2014 at 7:16 AM

This is great information ... but what I was asking ... poorly.  Is how do they relate to each other as far as the figure goes (Obviously for the Generation 4 Daz figures).  The face is how many times bigger than the torso while the torso is how many times different than the limbs.  All in relation to each other.  That ratio?

Boni



"Be Hero to Yourself" -- Peter Tork


fictionalbookshelf ( ) posted Tue, 02 December 2014 at 10:17 AM

I may have the user name wrong but SnowSulltan supplied a UV set of maps for V4 and M4 that has a color guide around the edges to stay consistent and help match up designs and such.

However I know that programs that allow you to paint on the item in 3D will export out the texture images for you once you are done painting. This might be something you want to look into. I recently got Blacksmith3D and I'm still trying to learn it but it does what I think you are wanting to do.

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WandW ( ) posted Tue, 02 December 2014 at 12:15 PM

You want the texture map to have the requisite amount of detail for the distance from the object.  Faces contain a lot of detail and are often the centerpiece of a render, so their maps usually are more detailed than the torso texture. If one were doing, say, elbow  shots, a larger, more detailed limb texture would be in order...

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moriador ( ) posted Tue, 02 December 2014 at 12:56 PM

Elbow shots. LOLOL.

Too bad Laurie "The Foot Lady" isn't here. ;)


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vilters ( ) posted Tue, 02 December 2014 at 2:56 PM

 For texture creation, you can use a 3D app that alows you to paint directly over the 3D object file like Blender does.
Then save out the texture maps from Blender without having to worry about the seams between textures.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


moogal ( ) posted Tue, 02 December 2014 at 6:33 PM · edited Tue, 02 December 2014 at 6:35 PM

This is great information ... but what I was asking ... poorly.  Is how do they relate to each other as far as the figure goes (Obviously for the Generation 4 Daz figures).  The face is how many times bigger than the torso while the torso is how many times different than the limbs.  All in relation to each other.  That ratio?

I don't know how precise this needs to be...  But using power of two textures you could use a 512x512 map for the face, a 1024x1024 map for the limbs, and a 2048x2048 map for the torso.  I am assuming you are worried that there will be an obvious seam where the different resolutions meet?  In that case I'd also look into adding a slight procedural noise/grain bump to all three, as those are resolution independent. 


moogal ( ) posted Tue, 02 December 2014 at 6:36 PM

Can somebody please fix the way "quoting" works?


Boni ( ) posted Tue, 02 December 2014 at 11:33 PM

The Blender idea sounds good, but can you make a commercial character for the marketplace.

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Tue, 02 December 2014 at 11:33 PM

The Blender idea sounds good, but can you make a commercial character for the marketplace.

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Tue, 02 December 2014 at 11:33 PM

The Blender idea sounds good, but can you make a commercial character for the marketplace.

Boni



"Be Hero to Yourself" -- Peter Tork


boyonamission ( ) posted Wed, 03 December 2014 at 1:39 AM · edited Wed, 03 December 2014 at 1:51 AM

Boni, I always use texture projection( that is one vilters is referencing to). I although use a program that is no longer available, though you can still get the demo here and there on the internet. It was once very popular and not so hard to do. You dont have to worry about seams at all. I thought i already explained that to you in another thread?

I made a very sloppy example for you. The nose is always a troublesome area due to the stretching of the pores. Projection painting corrects this by 90 %. On the left you see like 2D painting( photoshop etc) and on the right 3D projection painting. As you can see the pores are not stretched. Dont look too good lol cuz i didnt make it a great fit for both pictures.

file_85d8ce590ad8981ca2c8286f79f59954.jp


ockham ( ) posted Wed, 03 December 2014 at 8:12 AM

Elbow shots!

Perfect.  The elbow is the one and only body part that doesn't have a large and flourishing fetish community!

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Boni ( ) posted Wed, 03 December 2014 at 9:57 AM

I can see that. Wow ... How is projection painting in Photoshop?  I have CS6 extended with 3d capaabilities? Haven't tried it and have never done projection painting before.  I have Blender but the interface is daunting and I don't use it due to the learning curve.

Boni



"Be Hero to Yourself" -- Peter Tork


Boni ( ) posted Wed, 03 December 2014 at 9:59 AM

Also there is a strong possibility that I may acquire Z-brush soon and I know that does projection painting as well. I am working hard to create quality characters suitable for the Renderosity Marketplace and I know the standards are high here.

Boni



"Be Hero to Yourself" -- Peter Tork


boyonamission ( ) posted Wed, 03 December 2014 at 10:34 AM

Zbrush is ok with projection painting( you have to divide the mesh a lot for a hiresh texture) in my program it works with the resolution of teh screen, much more simple. Technique is the same of course. If you need help just ask me :).


Boni ( ) posted Wed, 03 December 2014 at 11:04 AM

boyonamission, I could use all the help I can get.

Boni



"Be Hero to Yourself" -- Peter Tork


boyonamission ( ) posted Wed, 03 December 2014 at 11:10 AM

I know photoshop has the capabilities but havent tried that one. I dont think that it will deliver a hires texture


heddheld ( ) posted Wed, 03 December 2014 at 12:38 PM

 @Ockham you should trawl some martial arts sites m8 ~~~~~ elbow is a sharp pointy object ;-) ideal for [opps] beware the funnybone it isn't funny

@Boni blender can do the painting in the same way as most 3d painting apps these days, not to say its easy ;-) its takes time an practise but to help with seams load all textures into blender then use the paint tools to  smooth/clone whatever seams are left (sure other 3d paint proggys do the same) if you have "bleed" on brushes (blender has) set it to about 3 or 4 pixels but the bigger the texture the more bleed you need but not too much then save out the "fixed" texmaps or bake to new maps

can think of one way to make all the "islands" the same ratio but IT might mess up the maps when you go back to poser if I find time before I forget I'll try it  


icprncss2 ( ) posted Wed, 03 December 2014 at 3:15 PM

Do you want consistency as far as all your maps being the same size or are you asking about making it so your face texture and the rest of the body textures go together.  Too many textures have high res face maps that look great on close up.  Just don't add the neck or the shoulders. 


EnglishBob ( ) posted Thu, 04 December 2014 at 8:50 AM

Snowsultan's seam guides are here, if you still need them. I don't think there's an easy answer to your original question in purely numerical terms; or to put it another way, a simple number isn't enough. 3D painting is the ultimate answer, as the others are suggesting.


aRtBee ( ) posted Sat, 06 December 2014 at 11:19 AM

boni, I think that those maps should go proportional to the body parts.

For example, when legs take half of the legs-map and a face takes a full face-map, while legs are 4x as long as a face, then the face map can be as large as one-forth x one-half = one-eights of the legs map, the legs map should be 8x the face map.

But usually face maps are larger, to enable one to make facial close-ups (without legs). But indeed one does not need that for full body shots.

 

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Jaager ( ) posted Sat, 06 December 2014 at 6:01 PM

If you are using V4  - from the 2006 DAZ V4 Templates

Torso 1:1

Ears 3.5:1

Fingernails 2.6:1

Toenails 2.15:1

Legs/Feet 0.8:1

Arms/Hands 0.9:1


Boni ( ) posted Sat, 06 December 2014 at 7:14 PM

Jaagar! Wow, that is exactly what I'm talking about!  Now to relate those figures to the limbs and face and I'll have it!

Boni



"Be Hero to Yourself" -- Peter Tork


RorrKonn ( ) posted Sat, 06 December 2014 at 10:39 PM

If I was asking ya question I would look to see what V6 high rez map size is

DAZ Split maps. so if her face was ???x??? and her body was  ???x??? then I guess that's the 2014 standard.

photoshop 2014 can convert a simple 2D pic in to a simple 2D normal maps & bump maps .

if you want to make killer complicated normal maps & Vector maps & old faithful Displacement Maps. zBrush can do it all & I think Mudbox,Blender can also.

 these are fun also for different stuff.

 http://quixel.se/

 http://www.allegorithmic.com/

 http://3d-coat.com/

for uv texturing http://pixologic.com/zclassroom/homeroom/#texturing

they even have a zBrush GoZ photoshop video

ya can use gimp to make the .jpgs for zBrush spot light

I think ya can get photoshop & mudbox for around $10.00 a month each.

don't think I've paid for a zBrush up grade since zBrush 1.55b
Think to go to 64 bit zBrush 5 it's a cost.

Blender ,Gimp is free.

on my PC 
for gimp 3000x3000 is about as large as I go with out lag.
photoshop 2014 is fast enough for me to go 8192 x 8192.

 

 

 

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Boni ( ) posted Sun, 07 December 2014 at 8:04 AM

I'm not sure I understand your answer RorrKonn.  I have V4 (not gone any higher as I'm pretty much a Poser purest and don't trust DSON yet).  Not that good at Math (maybe that's why I don't work at Wells Fargo any more ;) ) I have Photoshop CS6, don't care for the monthly subscription method.  Hoping to get financing for Zbrush soon.  Just pretty much looking for the ratios, but your information is very useful to consider.

Boni



"Be Hero to Yourself" -- Peter Tork


RorrKonn ( ) posted Sun, 07 December 2014 at 5:37 PM · edited Sun, 07 December 2014 at 5:43 PM

oh I was naming all the app's I could think of that helps make characters look better :)

 there is some redundancy in the app's so ya don't need all of them.

best looking character has the most sales & WINS !!!

---- 

I'm not 100% sure what all current tech poser or daz supports thou .

I'm not 100% sure what the stores expect.

but zBrush will make a 8192x8192 any kind of map there is in CGI !


with out owning anything 

ya can look thru the stores and get a idea of map sizes

some say map size some don't 

 http://www.renderosity.com/mod/bcs/bronzed-skin-merchant-resource-for-v4-genesis/98156/

 http://www.renderosity.com/mod/bcs/sensual-skin---merchant-resource-for-v4/86521/

 I'm not 100% sure what the customer expect either. but I know vilters wouldn't like the 4000x4000 thou

ya can see at daz " Stella HD for Victoria 6 " maps & size

 I might be wrong about this but I haven't used bump maps in years. I'd go with normal

or better yet,displacement ,vectores.

best looking wins 

 

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Even if you never know their name ,your know their Art.
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vilters ( ) posted Sun, 07 December 2014 at 6:43 PM

 4000x4000 is pumping resourses out the back door as it is non standard and uses the same load as a 4096x4096 map.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


RorrKonn ( ) posted Mon, 08 December 2014 at 1:18 AM · edited Mon, 08 December 2014 at 1:19 AM

 vilters quote 4000x4000 is pumping resourses out the back door as it is non standard and uses the same load as a 4096x4096 map.

last I herd ,Customers always right so who am I to argue with a customer , even if I do agree with them ;)

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


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