Forum: Poser Technical


Subject: Texturing HELL!!!!

JaMaCoVe opened this issue on Sep 06, 2004 ยท 7 posts


JaMaCoVe posted Mon, 06 September 2004 at 12:14 PM

I have been trying to create my own textures and have now pulled out my last strand of hair because it is driving me nuts!!!!!!!!!! Do the templates have to be a certain resolution? Would they have to be the same resolution as the cloth swatches I am using? I am copying and pasting my cloth swatch onto the templates. It looks great on screen. When I texture the clothing, It is all blurry, sometimes it is just huge on the clothing so you can't see the designs, or, if there is one design, it will tile itself!!!! Is there a tutorial on the basics of texturine items? Thanks for help in advance ;)


EnglishBob posted Tue, 07 September 2004 at 4:44 AM

It helps to keep the scale firmly in mind. If you've scanned your own textiles, you know what the dpi is; if not, you may have to work it out or take a guess. Either way, you need to know roughly how many dots per inch your textures are. Say you have a textile scanned at 100dpi. Then if you assume your figure is 36" around (again, it's approximate), your texture map should be 3600 pixels wide to begin with; the height should be whatever it takes to keep the aspect ratio the same. Unless you're wanting extreme detail, however, you would normally reduce your finished texture to something less memory hungry, say 1024 pixels maximum.


JaMaCoVe posted Tue, 07 September 2004 at 10:09 AM

Thank you!!! ;) That helps alot!


jupiterkris posted Tue, 07 September 2004 at 10:52 AM

Texturing Rules

  1. Make sure the UV map is accurate . If object is spherical, use a apherical map; if cubical, a cubic map and so on . Use UVMapper to create such projection maps . If you want unwrapping UVs, you can use Wings3D instead .

  2. Use texture maps about one and a half times to two times the size of the image in your final render .

  3. Use BMP or TIF format for textures . If you have to use JPGs, use uncompressed JPG . Otherwise, the rendered image tends to come out pixellated .

  4. Try to keep texture map dimensions in multiples of 2 ie 2,4,8, ... 256,512,1024 and so on . Technically, this is to allow for better projections during rendering .

Message edited on: 09/07/2004 10:59


JaMaCoVe posted Tue, 07 September 2004 at 10:57 AM

Great info. Thank you both very much. This is all very helpful! ;)


dbowers22 posted Tue, 07 September 2004 at 11:04 PM

Another thing you can do is go to the Material
Room and change the U_scale and the V_scale
setting in the Image Map box. The default is
1.000 for each. A smaller number makes the image
smaller. A larger number makes the image larger.
This saves the trouble of having to make different
size jpeg files. Use the U_offset to move the
image left or right and the V_offset to move the
image up or down. If you want an single image
set Image_Mapped to None instead of Tile.
Using this I can apply a large picture to a small
object or a small picture to a large object
without having to rescale the picture in a paint
program.



EnglishBob posted Wed, 08 September 2004 at 3:07 AM

...assuming you have Poser 5, that is... ;)