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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
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04-05-2008 17:26
I'm in the process of texturing a 1 prim sculptie couch. Unfortunately, the construction is such that the vertices for the sculptie are really really tight, and that means a bit of blurring along certain faces if i have a hard edge.
Is there any way to keep edges from blurring in this manner? or should i just try moving the edge to the closest line of vertices?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-05-2008 17:31
I'm not sure what you mean, Aki. What program are you using to make your sculptie? Is your source model NURBS or poly? What program are you using to make your texture? Are you generating it procedurally in your 3D modeling/rendering program? Painting it onto the model in 3D painter? Painting it on a canvas in a 2D painter? There's no good way to answer you without knowing more about what you're doing.
EDIT: I posted orignally before your picture had been attached. The picture definitely helps explain.
I take it the problem is the part on the sides of the arms, where the polygons are larger than pretty much everywhere else on the model. It looks like you may need to use a larger texture in order to make sure that part has enough pixels in it for you to draw a sharp line between the wood and the leather without it blurring.
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
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04-05-2008 17:34
The sculptie was created in world with SLoft, which uses a series of slices to define where vertices lie.
The texture is being created with Photoshop and i've been trying to tweak the edges pixel by pixel to keep this blur from happening, but nothing seems to work.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-05-2008 17:39
Hmm, this is the second time I've heard mention of the SLoft thing. I definitely need to find out more about it.
It sounds like you're on the right track in what you're doing. Identifying which part of the canvas goes where on the model, is step 1, and you've done that quite well. The next step is the hard part, which is accounting for the size differential between polygons. You say you're working pixel by pixel to try to clean it up. That's really all you can do.
Obviously the grain and all the other details on those arm-sides need to be made much smaller than the equivalent details elsewhere, so that when they're stretched, they'll end up the same size. If you've gone as small as you can go with them, then your only fix is to use a larger texture.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
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04-05-2008 17:42
From: Chosen Few I take it the problem is the part on the sides of the arms, where the polygons are larger than pretty much everywhere else on the model. It looks like you may need to use a larger texture in order to make sure that part has enough pixels in it for you to draw a sharp line between the wood and the leather without it blurring.
Texture in that pic was 256... gave 512 a try, which seems to help a bit, but there is still quite a bit of blur. I was really hoping not to use 512, but i may well have to, or maybe pull the leather down and around the legs...?
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
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04-05-2008 18:09
Arright. with a bit of experimenting, i ended up just deciding to pull the leather texture on the arm down and around the legs. The blurred line on the texture (even on a 1024) was just too much for me, and I don't particularly want to release a product that uses 1024x1024 textures. The result is attached below. Thanks for the help, Chosen 
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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04-05-2008 19:15
Hi Aki, If you can, dedicate another loop (slice, cross-section, edge, or whatever the lingo kids are using nowadays) to the larger areas. This will give you more texture space to work with. I know you are using Sloft currently, but I will also note that you can adjust the UV coordinates in 3d apps like... say... Blender (or Maya, Max, Wings 3D, etc (sub note: this can be dangerous, but less so now there is lossless uploading available)) which can net you some more texture space too. Ok, now to the boring technical rambling. Obviously the issue here is texture interpolation, AKA "stretching". Its just like when you put a 32x32 texture on a 10m prim. There are 32 cross sections vertically and horizontally in a sculpty mesh (pedants: I'm talking rings, not loops). Each of these sections corresponds to a coordinate in the texture space of the image you put on the model. So a 512x512 image is down to 16 (1024x1024 = 32, and so on) pixels on each division. Where the cross sections are close together you can see the map is pretty sharp, but where the edges are far apart relative to other sections you will see the pixels stretching across the surface. So this is why if you delicate a cross section to the larger areas you can get better texture resolution there. Probably clear as mud. Further research here: http://wiki.secondlife.com/wiki/Sculpted_Prims:_Technical_ExplanationNice couch by the way.
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