Integrating 3D models with photography
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# 1 26-04-2012 , 06:02 AM
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Maya file UV Texture displacement

I am using maya student version 2013 and i am trying to make a minecraft rig, i am getting disorientation when i use a file for my textures. I get really blurry, I have tried to do a new file and a new project and reset the preferences but nothing is working, here are some images.

IMAGES:


https://s1182.photobucket.com/profile/Armani52561


AFTER


I am not liking the problem, please help.user added image


im probably doing the stupidest thing, please respond, i dont care if i have to delete my projects cuz its not really much that i have lol.user added image


Last edited by ArmaniK; 27-04-2012 at 10:46 PM.
# 2 27-04-2012 , 12:02 AM
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Please help me i NEED it. i had this problem for like over a month. D:

# 3 27-04-2012 , 01:17 AM
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what resolution are you using for your texture and UV map?


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 27-04-2012 , 02:13 AM
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um its filter tpye off
render = default render view (viewport 2.0 crashes me)
and hardware texturing is 256x256

# 5 27-04-2012 , 02:40 AM
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now its happening no matter what, and i dont know what to do user added image

# 6 27-04-2012 , 02:43 AM
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Hmm it only happens if i turn off filter type. but without filter type off it is blurry. and alot of people turn off filter type and it isnt displaced for them. :L

# 7 27-04-2012 , 06:04 AM
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no I meant the resoltion of your UV map......and of course the resolution of the file you are using for the texture. Post a file of the Maya and textures and I will have a look later, unless you work it out.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 8 27-04-2012 , 10:56 PM
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# 9 28-04-2012 , 10:13 AM
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Okay....

The hardware texturing channel is a little buggy, it always has been. Having a good graphic card will help, and also quality textures, but the highest setting such as the 256 setting may actually produce a far worse display than the lower settings. So I would try to determine the best output for your texture, you may find a lower setting better.

What resolution is the texture?

Also, viewport 2.0 is not really that great unless your system can handle it. Just because Autodesk demo it working really well for them doesnt mean it will work for the rest of us.

J

# 10 28-04-2012 , 10:11 PM
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But it glitches up only when i turn off filter type. And if i dont turn off filter type. its UGLY in the render.

# 11 28-04-2012 , 10:17 PM
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Do you think it WONT glitch up if my texture is 256x256 pixels and the hardware texture is 256x256?

# 12 28-04-2012 , 10:42 PM
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Well theres the problem....the texture is tiny in the first place. I dont even know if this size is even used in games anymore

Display and texture res are 2 different things. Try texture resolutions from 1024, 2048, 4096....you shouldnt even need to adjust the hardware texturing with these as the default is usually adequate enough and your renders will be fine.

Hardware texturing is purely for openGL display on the monitor, it has nothing to do with the final render

I had to ask what size you were using because your screen shot was so pixelated it had to be a small texture.

Jay

# 13 29-04-2012 , 02:02 AM
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Thanks Jay for the assist, sorry Arminik I have had a bucks party and a wedding organising today...sorry mate got busy.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 14 29-04-2012 , 02:58 AM
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I will add I use 2048 or 4096 texture resolutions for my UV maps and models assets in my game. I do not change any settings for display at all...as Jay said the default settiings will be fine.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 15 29-04-2012 , 03:31 AM
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But if i dont turn off filter itll be ugly, and if i do turn off filter it glitches up like in the after pic.

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