Member Erza86 Posted September 1, 2018 Member Report Share Posted September 1, 2018 hi 3D Coat, just a question about smart material resolution, i know the resolution from smart material preview always sharper than on the mesh is this because of size GPU vram? , currently my gpu is gtx 750ti 2gb, when i use substance painter, the app said my pc only able to make a 4k resolution, if want more, use high end gpu or gpu with vram more than 2 gb from this, i deduce the only reason why my texture never same with smart material preview it because my vram to low for this kind of work may be you have another answer for this ? Thank You Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 1, 2018 Report Share Posted September 1, 2018 The Smart Material Preview is resolution independent, showing the texture at the best it can be with the textures contained in the material. Once it's applied, it's filled into the actual texture on your model, so if this is low-res, the result will be blurred. The solution is to assign higher res texture maps to your model. You would need a 8k map in the smart material to closely match it. You will be limited by the resolution of the smart material images that are used to make the smart material and your final texture resolution for your image maps. Also is how well you are using the UV space, that is how your uv-islands are filling up the uv space. 1 Quote Link to comment Share on other sites More sharing options...
Member Erza86 Posted September 2, 2018 Author Member Report Share Posted September 2, 2018 May be how i make 4k or 8k map is wrong, i save 1k res from internet and create 8k size canvas on photoshop and combine and copy 1k map up to 8 times so my 8k map not having original 8k map only 1k map that copied 8 times Quote Link to comment Share on other sites More sharing options...
Member Percevan Posted September 2, 2018 Member Report Share Posted September 2, 2018 From what you describe, it has a bit less to do with your original texture, the one you're using to paint/for the SM, and more with the intended for output texture resolution. The one(s) you're making. So, you can create a larger texture (even if you later reduce its size) and/or optimize your UVs so as to maximize their coverage of texture space. 1 Quote Link to comment Share on other sites More sharing options...
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