UV Texturing
Hi All,
This seems like a good place to put this. I'm also having some problems with one of my 1st attempts at texture baking from a UV unwrap in Blender. It's not with the process itself but rather the result in SL, blury.
I'm including an image with the progression I used to get the actual texture and the resultant 1024X1024 texture (I know, way to big for the smal part, I'll reduce it hopefully if I can get it all working right) ready to go into SL.
When I apply the texture to the sculpty in SL everything is sort of blury. I guess more that 'sort of'
, unacceptably blury. (See 2nd and 3rd images from SL)
There are three key images applied on the texture and then baked that must look crisp and clean in SL, the sprocket face, the rotor of the disc brake and the license plate. The other areas are simply colors. I've tried enlarging those UV mats and corresponding images on the 2D and, of course, reducing the size of the parts of the UV that just need color hoping that this will increase the resolution of those key elements. Wasn't any better, or not much better.
If I duplicate the model and the subdivide it to gain more polygons prior to the unwrap and then do the same process 1) will the primstar scripting support this and 2) will this help the resolution of those 3 images when bake to a texture and then applied to the sculpty in-world.
If not. Can someone explain the better process.
Thanks all.
Ezra
| Attachment | Size |
|---|---|
| Photo Exibit.png | 630.77 KB |
| Brake Rotor in SL (blurry)_002.png | 352.76 KB |
| Brake Rotor in SL (blurry)_001.png | 634.06 KB |

Too much for one sculptie
I think you've just tried to do too much from a single sculptie. Let's take a normal 32 x 32 for example. With a 512 x 512 texture, that's just 16 x 16 pixels per face. So it's going to look blurry once it's more than 16 x 16 pixels of the screen area when viewed in Second Life. How much texture space is available to each face is one more of the things we have to juggle when making sculpties.
What I'd do for something like this is take the number plate out of the sculptie. Just have round cog shapes, and use texture repeats on the X faces to get extra texturing detail in there. Not a lot you can do for the Y faces with this shape, but you can probably use 8 repeats on the cogs on X, giving 16 x 128 pixels per face instead.
That sounds good, at least
That sounds good, at least increasing the pixel count like that sounds like it has a much better chance of better resoluton. My proplem is that I don't have any idea how to go about dooing the repeats on the different axis in the creating and baking texture process in Blender. Sounds like it would be great to know though. I had a feeling that I might be trying to get too much out of that sculpty and texture. But when building a vehicle that has the 31 prim max script in it you trying to do as much as possible with each prim.
If you can explain how to do the repeat thing I'd appreciate it, or if you know of a link to somewhere I could get that info.
Thanks Dom.
Texture repeats
Select all the UVTex points on the UV layout, hit s x 8 (with pointer over UV Image) to scale by 8 in x (so only 1/8th of the UVTex layout is now over the image). Bake, export
You won't be able to use lighting based bakes with this technique as you don't want any direction specific information in the texture.
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