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Subject: Optimizing textures without noticeable quality loss?


canary3d ( ) posted Tue, 01 November 2011 at 12:49 PM · edited Thu, 09 January 2025 at 11:25 AM

Hi all - I'm making a bunch of textures (for Poser/DS) that are 4000x4000 pixels, and right now they're coming in at around 4mb or more.  When I look at other people's textures in my runtime they're more like 2mb or smaller for equally high-res textures. 

Right now I'm saving either as PNG-24 with transparency (for overlays), or as JPG quality 12 (for full textures).  Should I be using save for web? Or is there some other optimization thingy I don' t know about?  I'm using CS5.  TIA for any tips!



gammaRascal ( ) posted Thu, 03 November 2011 at 1:20 PM · edited Thu, 03 November 2011 at 1:21 PM

For JPG, you can definitely get good quality results with Save for Web at around as far down as about 55%. You just have to keep an eye on the details you want to preserve and adjust accordingly. 

As far as PNG's go, with or without transparency, it makes little difference. Since there is no quality slider for PNG in Save for Web you can use a third party PNG option like SuperPNG. While it will probably have little effect at 4k with lots of color data [again, the trans is irrelevant] it can shave off a few megs as compared to a direct [default] PNG save or Save for Web PNG save.  

SuperPNG really only shines when you want to use a lot of PNG's and they are small - it's the cumulative effect - at least that's been my experience.




retrocity ( ) posted Thu, 03 November 2011 at 6:19 PM

thanks twisted, great info and i agree with the "save for web"... you get more controlled tweaking than the straight-out JPG method.

:)
retrocity 


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