New Member Jon Posted February 5, 2010 New Member Report Share Posted February 5, 2010 Hello- I am new here, and this is my very first post! I have a question regarding per pixel painting, specifically about painting on a texture. I am trying to paint on an asphalt texture onto a road, which is about 1100 feet in length. The problem I am running into is that when I try to paint the texture onto the mesh using the Material with a brush, it end up being all pixelated, and thus does not work for me. I have enclosed a screenshot to help explain the problem. In the screenshot, I am using the IMG Color Picker to show the resolution I would like to have on the surface, next to the resolution I am actually getting. Any help is of course greatly appreciated. Thanks! Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted February 5, 2010 Report Share Posted February 5, 2010 You may try texture only small part of texture and then use resulting texture tiling it multiple times along the road. Or you need to grow texture resolution to get nicer details. Show your uv-map please. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted February 5, 2010 Contributor Report Share Posted February 5, 2010 Hello- I am new here, and this is my very first post! I have a question regarding per pixel painting, specifically about painting on a texture. I am trying to paint on an asphalt texture onto a road, which is about 1100 feet in length. The problem I am running into is that when I try to paint the texture onto the mesh using the Material with a brush, it end up being all pixelated, and thus does not work for me. I have enclosed a screenshot to help explain the problem. In the screenshot, I am using the IMG Color Picker to show the resolution I would like to have on the surface, next to the resolution I am actually getting. Any help is of course greatly appreciated. Thanks! You can try to get your brush the proper sized sample for the brush radius you are using it will help. On screenshot it seams you are painting with a small sample of the image with a large brush BUT also painting is not best way to capture details from image files,it really overlaps and smooth itself. 2 methods that i like: You can use Stamp mode to drag image on mesh. or Make a big tiled picture of desired resolution and load it as a material. You will get exact screen projection of your image. Quote Link to comment Share on other sites More sharing options...
New Member ukblok26 Posted November 24, 2011 New Member Report Share Posted November 24, 2011 on this subject, I was also having a similar problem with pixelated depth/normal maping. I've found a work around by simply exporting the created colour (difuse) map from 3DC and then converting it to a normal map in photoshop using Nvidia's excelent DDS plugin for photoshop below: developer.nvidia.com/nvidia-texture-tools-adobe-photoshop You may need to change the image into a bump first (grayscale mode and contrast/brightness adjustment then back to RGB mode). You then import the finished/'normalised' map back into 3DC via Textures> import> normal map. very happy with the results, hope this helps anyone. Quote Link to comment Share on other sites More sharing options...
Advanced Member johnnycore Posted November 25, 2011 Advanced Member Report Share Posted November 25, 2011 Can I see your UV-map? I think its an UV problem, when your UV's are not layed down optimal in your texture space you might not get to use the maximum resolution of your texture. Quote Link to comment Share on other sites More sharing options...
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