Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 10-11-2005 , 02:55 PM
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Texture resolution

Hii.

What resolution do you guys usually use for your textures?
I textured my biplane with 2048*2048 but it seemed to be to small resolution(the biplane itself was approximately the size of the grid).

https://files.upl.silentwhisper.net/upload5/smBeta.jpg

Does anyone know what resolution kurt uses on his T-rex??

thx
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# 2 10-11-2005 , 05:10 PM
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Resolution depends on many things. If it is for video games, most use around 512x512 and sometimes 64x64 for smaller items like props or a back pack on a character. Usually I wouldnt go past 1024 x 1024 for anything.


For some cell phone sprites ive had to work at 6x6 I think it was.

# 3 11-11-2005 , 12:29 AM
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UnrealEngine 3 on "medium-to-high end PCs" claim to use 2048x2048's on both color and normal maps.

Really just keep your project in the corner of your eye. If its pre-rendered... go as high as you want... no-one cares (though I think Maya has a 2048x2048 built in limit... but if that bothers you just create multiple shaders.)

# 4 11-11-2005 , 03:15 PM
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it may be a 2k map but did you take that eagle's head and stretch it from another texture? have a look at the map in 1:1 ratio and if it's blurred there it will be blurred in the render. Also show us yoru UVs it may be that they are just abdly laid out and that's what's causing the blurring.

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# 5 11-11-2005 , 05:35 PM
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# 6 11-11-2005 , 05:45 PM
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ok but think about what percentage of 2048x2048 that eagle takes up... not much. That's why it's stretching. What you may want to do is create multiple maps and assign them to different parts. E.g. wings as one body as another. That way you can keep the resolution in your textures as each piece will take a higher percentage of the available map area.

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# 7 11-11-2005 , 09:35 PM
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good idea. will try thatuser added image

# 8 11-11-2005 , 10:03 PM
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Edit: Never mind... I don't want to give you bad habits for later.


Last edited by Phopojijo; 11-11-2005 at 10:05 PM.
# 9 12-11-2005 , 07:04 PM
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With that UV layout, I bet you could fit ALL of that in a single 1024x1024 map. If you're really special, I bet it could work with a 512x512

# 10 13-11-2005 , 03:22 AM
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I could fit it in a 256x256 probably... Just cram every yellow polygon in a corner and the red striped ones in another corner... then use the rest of the map for the crap that actually matters.

But obviously that would prevent the ability to draw actual texture into your textures later being that only like 7 texture-pixels will be 95% of your plane.


Last edited by Phopojijo; 13-11-2005 at 04:47 AM.
# 11 13-11-2005 , 02:45 PM
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# 12 14-11-2005 , 04:23 PM
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thx for the linkuser added image
Learned alot.

# 13 14-11-2005 , 07:46 PM
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I would do EXACTLY as Pure has said, create separate maps in order to keep the high res image in 'focus' so to speak. If you look at the map the eagle is just taking up a small amount in that whole 1:1 area of uv space. Also it looks like you have a little strtching in the uv when you compare it to the final shot.

But if you are after a quick fix I would suggest just scaling down the Eagles head in PS to stop it looking too blurred.

Jay

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