what size should textures be? - Page 2

what size should textures be?

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yanom
Posts: 323
Joined: 10 Jul 2009, 23:34

Re: what size should textures be?

Post by yanom »

uhh, i use wings3d not blender. Anyways, how do I work at a higher resolution and then downscale?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: what size should textures be?

Post by FLOZi »

If you don't know how to resize an image I don't hold high hopes for your texturing ability.
yanom
Posts: 323
Joined: 10 Jul 2009, 23:34

Re: what size should textures be?

Post by yanom »

I can resize an image! It sounds like I just make my texture, then scale the image down to 256x256 or whatever it should be inside GIMP. What I was wondering was what options I need to change in wings3d.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: what size should textures be?

Post by aGorm »

I assume you mean how do you get the resized image into wings then... in which case import the smaller image (File - Import image) whcih will add it to the outliner, and then you can just click and drag the new texture onto the material for your model. That will replace it.

OR, just overwrite the original larger image, wings wont care if the new version is smaller than the image you exported. (but I asume you will want to keep your original, hence my first suggestion...)

aGorm
yanom
Posts: 323
Joined: 10 Jul 2009, 23:34

Re: what size should textures be?

Post by yanom »

Ahh. so wings wont gripe with a resized BMP, aslong as its a a multiple of 32 by a multiple of 32?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: what size should textures be?

Post by Hoi »

Just make your textures a power of two. So 128*128, 256*256, 512*512, ect...
yanom
Posts: 323
Joined: 10 Jul 2009, 23:34

Re: what size should textures be?

Post by yanom »

(power of two)(power of two)

got it.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: what size should textures be?

Post by jK »

(power of two)x(power of two)

Means that height & width needs to be (2^n) but they don't have to be the same (e.g. 256x512 works fine too).
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: what size should textures be?

Post by Hoi »

True but you'll have to deal with adjusting the uvmap to work for a nonsquare texture, you should save that for when you don't need help with your texture size :)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: what size should textures be?

Post by rattle »

True but you'll have to deal with adjusting the uvmap to work for a nonsquare texture,
1 minute to resize the entire UV in blender... 5 minutes redoing normals in wings3d

the trick is to lay out the UV in the upper half only (use a texture that blocks out the lower half) and then use a program like blender that can resize the entire UV as a whole instead of the individual isles
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: what size should textures be?

Post by Pressure Line »

use point mode in the wings 3d uv editor to resize the uvmap as a whole.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: what size should textures be?

Post by rattle »

Yet another thing I didn't know about autoUV... still, you cannot pick a reference point which makes this kinda messy if you draw the texture at a square resolution first and then chop off the bottom half and make the UVs occupy the entire area
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: what size should textures be?

Post by Wombat »

jK wrote:Means that height & width needs to be (2^n) but they don't have to be the same (e.g. 256x512 works fine too).
what.

someone tell me how this stuff works for blender. plz.
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