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What size should standard textures be in pixels? |
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Silent Suntzu
Registered User
Join date: 6 Dec 2005
Posts: 1
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12-13-2005 01:25
the title explains it all but anywho what size should standard.. say like a cement, etc. what size should it be in pixles
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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12-13-2005 02:28
That depends A LOT on the texture itself...but...
I try to make everything as small as possible and NEVER break the 512 x 512 rule I've set myself. _____________________
--AeonVox--
Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music. |
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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12-13-2005 03:12
The minimum for SL is 32 X 32. The maximum is 2048 X 2048.
The texture should be as small as possible. So a totally plain texture (plain white say) should be 32X32 ideally. Quite a lot of textures will get away just fine at 256X256 even if they're going to be blown up to cover a 10mX10m prim. SL works some wonderful magic on enlarged textured. Going up to 512X512 works well - clothes, even really detailed clothes can be done just fine at this resolution, and they're often blown up quite large and with odd mapping over avies. Going beyond 512 X 512 only if you really, really need to. Bear in mind the size of the final thing too. A 512 X 512 texture on a display that's 1m sq is overkill. 128X128 might not be enough if it's for clothing advertising though, people will zoom in on it. But the answer is, as Kenn said it all depends, but hopefully that helps a little. The reason to make them as small as possible: a 512X512 takes 4X more memory and bandwidth than a 256X256 - that means everyone takes 4 times longer to load it. |
Bertha Horton
Fat w/ Ice Cream
![]() Join date: 19 Sep 2005
Posts: 835
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12-13-2005 21:54
My textures (not being sold yet, just my artwork), having been rendered and altered to my content, then have to be shrunk to NxN size, which usually turns out to be 512x512. If I go to 256x256 it seems to lose too much detail. Lately, though, I made a few simple textures for my huge tower, and I felt safe with 128x128.
Seriously. If you don't know the ideal size for the texture, why not save at 512x512, resize, save again at 256x256, resize again, etc. and compare all the sizes to see which one works out the best? There's detail, but it's more a question of what sort of detail compression and limitation you can bear to look at. |