Maurice Baragula
Registered User
Join date: 3 Aug 2009
Posts: 7
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08-06-2009 22:04
For some reason, I keep making fantastic textures for shirts with great highlights and shading. When I upload it, it looks fine in the preview, but as soon as I apply it to a shirt, the quality looks horrible. I'm not sure if it's because it's now on a 3d object or if the game is just lowering the quality for some reason. Is this normal? Because other clothes seem to have a much higher degree of depth to them.
For further clarification, the texture seems muddled. All the colors blend together instead of the crisp lines they have when I upload them.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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08-06-2009 23:00
From: Maurice Baragula For further clarification, the texture seems muddled. Dare I count the ways in which that sentence fails?  How about posting a screenshot, so we can see what you mean?
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Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
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08-07-2009 00:35
What are the dimensions of the textures you are uploading? My first thought is that it's a resolution or dimension thing.
My second thought is that it's getting interplated to death due to the triangles in the mesh.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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08-07-2009 08:57
Sounds to me like the texture hasn't rezzed all the way yet for the clothing. In a laggy area it can take far too long, sometimes, and you have a blurred effect at first.
Try wearing the item in a fairly empty sim, where things rez fast and you fet a good frame rate, and see if it still looks bad there. Also, try clearing your client's cache and restart SL, and see if that makes it lok right.
Could also be that the texture is getting distorted on import. Are you importing it as a 512 x 512 texture source? You certainly want to design the original larger than that, but then save the file to a .tga file and scale that copy down to 512 x 512 before importing a clothing texture. Importing any other resolution for clothes is pointless, because the Client WILL change it to a 512 x 512 image when applied to a clothing layer, regardless of what it was before. And the client sucks at converting image sizes. Your graphics app will always do better at resizing your image, before importing it.
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Gattz Gilman
Banned from RealLife :/
Join date: 29 Feb 2004
Posts: 316
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08-08-2009 07:01
It might also be that the texture is larger then 512x512. A couple years ago i was trying to make a tattoo and to get the detail I wanted I had to make it 1024x1024. But when applied to the avatar, it would be lower detail. My educated guess is that the baked avatar texture is 512x512, so if you original texture is 1024x1024, its getting sized down and thus loosing quality.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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08-08-2009 08:48
From: Gattz Gilman It might also be that the texture is larger then 512x512. A couple years ago i was trying to make a tattoo and to get the detail I wanted I had to make it 1024x1024. But when applied to the avatar, it would be lower detail. My educated guess is that the baked avatar texture is 512x512, so if you original texture is 1024x1024, its getting sized down and thus loosing quality. That's exactly what Ceera said, and it's right on. From: Ceera Murakami Importing any other resolution for clothes is pointless, because the Client WILL change it to a 512 x 512 image when applied to a clothing layer, regardless of what it was before. And the client sucks at converting image sizes. Make your original bigger if you want, but there's no point in uploading a texture larger than 512 x 512 if you're going to apply it to the avatar body. SL will downsize it, and that always results in lower quality than if you had downsized it yourself.
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Maurice Baragula
Registered User
Join date: 3 Aug 2009
Posts: 7
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08-08-2009 16:23
Sorry about not responding for a while, but I was trying some things out on my own. I found it odd that it only happened to shirt textures, but everything else was fine. All my shirt textures were 512x512 and fully rez'd, btw. What it came down to was what I had originally thought: putting it onto a 3d object. I was miscalculating the stretching effects, but once I got the "cut" right, everything was fine. Thank you for all of your answers though. 
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