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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 06 7:01 am)



Subject: Texture Sizes


jbearnolimits ( ) posted Fri, 22 January 2016 at 6:45 PM · edited Mon, 30 December 2024 at 10:56 PM

I was using M4 and V4 and I was trying to make my own textures. I was wondering though if the dimensions of the body (I have it set for 4000x4000) and the dimensions of the head should be different since the head isn't the same size as the body? Or would making both textures 4000x4000 be fine?


3D-Mobster ( ) posted Fri, 22 January 2016 at 10:44 PM

Making both 4000x4000 is fine, but as you say they body being much larger than the head, means that you will have more details available for the head. But as long as you are aware of this when you make the textures there shouldn't be any problems.


RorrKonn ( ) posted Fri, 22 January 2016 at 11:36 PM

Your look professional if you use the standards 1024 ,2048 ,4096 ,8192.

A lot judge the CGI Artist by there map size. If there maps are not the standards 1024 ,2048 ,4096 ,8192.Then it's assumed there clueless and don't know what there doing ,and stay away.

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

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


3D-Mobster ( ) posted Sat, 23 January 2016 at 8:44 AM · edited Sat, 23 January 2016 at 8:46 AM

**Your look professional if you use the standards 1024 ,2048 ,4096 ,8192.

A lot judge the CGI Artist by there map size. If there maps are not the standards 1024 ,2048 ,4096 ,8192.Then it's assumed there clueless and don't know what there doing ,and stay away.**

I don't believe this is relevant anymore, as far as i know this have something to do with games and especially something that mattered for old graphic cards. Todays cards will/shouldn't have any problems working with non power of 2 texture maps. So im fairly certain that this is left over "rule of thumb" from old days and not something that you need to worry about today. At least not to the point as to whether a person should be judged as being a professional artist or not and especially not when simply rendering images not being used for games.

So people judging a person based on there texture sizes, are a bit out of date if you ask me, but don't disagree with you, that there probably are people out there thinking that way, because that is what they heard but haven't really spend the time looking into the reason for it and whether it actually matters with today hardware..


hborre ( ) posted Sat, 23 January 2016 at 9:29 AM

The 4000x4000 format is preferable for high resolution renders and close-ups, but can bog down a system if too many figures and props with the same resolution are present in a scene and their relative postions. Both head and torso should be created at the same resolution for consistency. You can always create lower resolution textures from the master for characters delegated to background fillers.


RorrKonn ( ) posted Sat, 23 January 2016 at 10:23 AM · edited Sat, 23 January 2016 at 10:25 AM

3D-Mobster posted at 11:21AM Sat, 23 January 2016 - #4250790

**Your look professional if you use the standards 1024 ,2048 ,4096 ,8192.

A lot judge the CGI Artist by there map size. If there maps are not the standards 1024 ,2048 ,4096 ,8192.Then it's assumed there clueless and don't know what there doing ,and stay away.**

I don't believe this is relevant anymore, as far as i know this have something to do with games and especially something that mattered for old graphic cards. Todays cards will/shouldn't have any problems working with non power of 2 texture maps. So im fairly certain that this is left over "rule of thumb" from old days and not something that you need to worry about today. At least not to the point as to whether a person should be judged as being a professional artist or not and especially not when simply rendering images not being used for games.

So people judging a person based on there texture sizes, are a bit out of date if you ask me, but don't disagree with you, that there probably are people out there thinking that way, because that is what they heard but haven't really spend the time looking into the reason for it and whether it actually matters with today hardware..

I've found CGI rules are like females rules .Don't ask why ,ya just way better off following the rules ;)

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

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


moriador ( ) posted Sun, 24 January 2016 at 11:20 AM · edited Sun, 24 January 2016 at 11:29 AM

I believe that you will "look" professional if the quality of your texture maps is professional. I have tons of textures for gen4 characters that are 4k x 4k, and I judge them by quality, not size. :D Many are truly excellent.

If you really feel you need a texture map to be power of 2 (and Bagginsbill has posts about this in this forum... somewhere, I think, that suggests this isn't just an old myth when it comes to Poser, but I'll be darned if I can find them, but RorrKonn may be right about the sizing being a good idea), resizing a 4000 px map to 2048 is easy. Enlarging from 4000px to 4096px might cause a slight juggling of pixel data as the program you use resamples, but it's such a small change that I doubt it would be really noticeable in an actual render.

Edit: In any case, as for resolution ratio of different maps, I'd go by the templates. If the templates use the same resolution for head and body, but half that resolution for limbs, for example, then that's the ratio I would use. (And I'd probably use power of 2 sizes cuz, well, why not?)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


moriador ( ) posted Sun, 24 January 2016 at 12:16 PM

Ah, found a thread that deals with the question of "power of 2" texture sizing.

paraphrased from @4185701 -- if you use a texture with a resolution of 4000px by 2000 px, Poser will use the same memory as for a 4096 x 2048.

I assume, it would be same for a texture of 3000 by 1500. It would still use 4086 x 2048, so you'd be wasting a fair bit of memory. For 4k texture maps, maybe not such a big deal, but why waste any memory?

(More of that thread deals with whether or not square maps are necessary, due to the way GPUs process mipmaps -- at least that's my take on it. But M4/V4 textures are square, so no need to worry about that here, at least.)

Also, I learned during my search that just increasing the size of your texture map by resampling would not increase its resolution. So to keep purists happy, I guess, a 4096px texture size would be preferable to a 4000px one.

Disclaimer: That's what I got out of my quick skim of previous forum posts. If I'm off base somewhere, some please feel free to correct me. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


moriador ( ) posted Sun, 24 January 2016 at 12:19 PM


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


RorrKonn ( ) posted Sun, 24 January 2016 at 4:44 PM · edited Sun, 24 January 2016 at 4:45 PM

Substance Painter will only make map sizes of 128 ,256 ,512 ,1024 ,2048 ,4096.sqared.

zBrush has a slider so you can make any squared size from 256 to 8192.but there squared. zBrush has 512 ,1024 ,2048 ,4096 tabs. I don't know if you can make a unsquared map in Z.

Blender you can make unsquared UV Map of 50x10,000. Have no idea how Blender treats a UV Map that's 50x10,000.

I don't really care to learn all the tech part about PC's ,3Dcards etc etc. I never needed to learn how to make oil paint. I guess different App's have different rules. but I do know 1024 ,2048 ,4096 will work in any app and since it's what the Pro's use .I can't go wrong.

Yes there are some very nice diffuse ,bumps ,specular maps for DAZ Poser. but where are all the other maps ? I just don't see the material room pushed to the limit that often. You can always tell a DAZ Poser render. Why is that ?

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

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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