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Repeated UV method has better quality than texturing in Photoshop ?
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  • Glody
  • Posted: 28 February 2012 05:44 PM
  • Total Posts: 8
  • Joined: 22 April 2011 10:43 AM

Hey guys,
im sorry, maybe it looks like a dumb question,
but i’ve some problem here, and really makes me dizzy.
So, i’ve modeled a ground, and take a UV snapshot on that.
I decided to texturing the ground in photoshop cs5. in this case, i have the tiled ground texture . By using ‘bicubic sharper’ resample image, I scale the image down and do a repeated duplicate - merge tool. When i’m done, i saved the image and exporting the texture to my polygonal ground.
the result is, i got the blurry, not sharp texture and it looks bad.

So i delete the texture, and tried to do another texturing method which is available in maya. By using my tiled ground texture image, i do a Repeat UV (in place2dtexture), and repeating 12x in U and V.
and it has a better quality image.

guys, how can i do this in photoshop ? i won’t losing the image quality and sharpness while scale the texture in photoshop. anyone have an idea ?

-----
I’m sorry for my english, maybe you aren’t understand what i mean.
i’ve attached the image below.

hope you guys can help me to solve this problem.
Thank’s



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  • n8skow
  • Posted: 29 February 2012 02:57 AM

Tiling the imagemap in Maya doesn’t affect the resolution of the original image - I suspect that your Photoshop tiled image isn’t high enough resolution for what your trying to do.



n8skow [FA]

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  • Glody
  • Posted: 29 February 2012 03:10 PM

n8skow 29 February 2012 02:57 AM

Tiling the imagemap in Maya doesn’t affect the resolution of the original image - I suspect that your Photoshop tiled image isn’t high enough resolution for what your trying to do.

Thanks for your reply, n8skow.
my tiled texture image is high res, from total texture and cgtexture.

I’ve tried to do a high resolution UV snapshot to 8192x8192 px,



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  • Avotas
  • Posted: 01 March 2012 07:16 AM

Select your material, scroll down to Hardware Texturing, and make sure the Texture Resolution is set to Default. That should display the full resolution of your image within Maya’s viewpoint.

If that is correct your hitting the maximize size your video card can draw a texture in real time. For example my GeForce 9800 GTX+ caps at 8,192x8,129. You can test your maximum texture size cap by going to Viewpoint 2.0 and read the dialog in the Output Window.

Now ...

A UV tiled image is light-years more efficient then a 8,192x8,1292 texture. Not only will that greatly enhance your rendering speed, it will also lower your memory usage, and make your Maya experience that more fruitful. Given the choice, go tiled.

-Avotas



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