What I meant is that I made made the UV output of my wall 2048 x 2048. Then the texture I used to paint on to the UV's was 2048 x 2048 but I scale it down to 1024 and did a test to see how big the tiling looked. It was still to big so I scaled it down more and lost the resolution. My question is to keep the resolution and scaling of my texture high where It doesn't get pixelated, is there a formula to figure out the smallest I can scale my textures down compared to the UV output where it doesn't become washed out. I hate painting a whole texture map exactly how I want it and the scale is still to big when I render it out. I started using layered textures with alpha's but that is a lot of work when I could make all my maps from one texture if I knew exactly what size it would be when I render.Originally posted by hammer.horror
i didn't understand this sentence
I scaled my texture down from 2048 to 1024 because I thought the scale would be more realistic.
You use the UVs to make the texture... so if you output the UVs at 2k the texture should be 2k when you use the outuv file.
perhaps i'm not getting it, could you post some pics for those of us that understand visually.
I do use the UV's as a guideline, but even then the scale of your texture has to be tested in maya on things like brick and tile to make sure they don't look to big compared to the rest of the scene and as you know you will lose resolution if you keep scaling the texture down.Originally posted by hammer.horror
you should be using your UVs as a guide for where your texture goes. Scale should not be an issue if you have correctly used your UV layout... at least i don't think so.
for a wall i would planar map the wall, then i would unfold the UVs and lay them out. then export that at 2k as a targa or tif. open it up in photoshop and then do all the normal business of creating layers and sorting out the textures according to where my uv guidelines are.
thus scale should not be a problem.
Thanks that is some good info. I think that is the problem I have been having. I have been using 1k maps on everything to save ram. That explains why my textures look better on smaller objects.Originally posted by gster123
As a rule of thumb I generally make a texture 2X the size its going to be on the screen, eg if in the final render its going to be approximately 500 X 500 Pixels I would go for a 1K map on that object.
You could get a way with less such as 1.5X or 1 X but going lower that can cause you problems with texture distortion.