From: Zoro Berry
ive been producing media for more than 25 years not freelance or in a business ive decided to do cause i bought a mac or whatever. Im a full time permenant unionized employee who had to prove his worth with degrees in media before i could even be considered for the jobs. involved in everything from feature motion pictures, award winning web developments, 20 years in educational media. ive been a member of the national association of photoshop professionals for the last ten years. currently im actionscripting for a variety of media within the flash player.
Good. Then you should have no trouble understanding what I'm about to explain.
From: Zoro Berry
Your facts are correct. even the fact that resolution is not valid inside sl. you are absolutely right..
Thank you for finally acknowledging at least that much.
From: Zoro Berry
what your missing is that your talking about INSIDE sl and im talking about preparing files FOR INSIDE sl.
No, what YOU'RE missing is the fact that it's all the same thing. There is nothing different about preparing a texture image for SL than for any other 3D medium in existence.
Once again, dpi is not a part of the texturing process in any way, whether we're talking SL, video games, or Pixar's next masterpiece. A concept such as how many pixels happen to fit into an inch is simply not applicable, end of story. Textures are not for print, so inches do not apply to them. As I've said more times now than I'd care to count, what you should be thinking about is how many pixels are in each image as a whole, not how many pixels would fit in an inch if inches were somehow applicable in this context, which, for the umpteenth time, they're not.
Set your ruler in Photoshop to display pixels, not inches, and you'll be on the right path. Forget all about inches when you're working with textures.
Ask a thousand 3D artists about this, and you'll get the same answer a thousand times. You're attempting to apply rules of print, along with extremely antiquated guidelines of Web design, to a medium in which they have no place. You can either accept that and learn something from all this, or you can go on insisting you're right, focusing on the wrong things, and ultimately wasting your time. The choice is yours.
From: Zoro Berry
if you take 4 pixels of various colours and compress them downsample them to 2 pixels or even one pixel... the colours change.
Yes. But that has nothing to do with how many pixels might fit into an inch. So I'm not sure where you're going with this.
From: Zoro Berry
you are telling me that doesnt matter.
No, I'm not saying that that doesn't matter. I have no idea where you're getting that. What I'm saying is DPI IS IRRELEVANT, and that's all. OF COURSE THE ACTUAL NUMBER OF PIXELS MATTERS. That was never in question.
Once again, what doesn't matter is how many pixels (or dots) would happen to fit into an inch. That only comes into play if and when the image is printed. When it comes to on-screen imagery, inches simply do not exist. Actual pixel count is the only thing that's relevant, not inches, not centimeters, nor any type of measurement. It's pixels and only pixels, nothing more, nothing less.
From: Zoro Berry
your telling me i am getting the same image 1024 x 1024 @ 300 dpi as i do at 512 x 512 @ 72 dpi BEFORE i go INSIDE world with it. and that simply isnt true.
No, you're grossly misunderstanding. I'm not saying a 1024x1024 and a 512x512 would be the same. Quite obviously, the latter only has one quarter the number of pixels as the former. There's no way they could ever be the same.
What I AM saying is that you can lose the "@ 300 dpi" and "@ 72 dpi" part of it, because those numbers simply don't matter in this context. For texturing purposes, a 1024x1024 at 300 dpi is 100% identical to a 1024x1024 at 72 dpi. And a 512x512 at 300 dpi is likewise identical to a 512x512 at 72 dpi, or a 7 dpi, or 7 million dpi, or whatever other dpi number you'd care to insert. One more time, it's ONLY the number of pixels that is important, NOT the amount of those pixels that might happen to fit into whatever you'd care to define as an inch.
Inches simply are not applicable to textures, period. That is as true in the 2D prep stage as it is within the 3D simulation itself. Again, dpi is simply a piece of metadata that instructs your printer what to do. It has absolutely no direct bearing on the imagery itself.
Where I think you're going wrong in your thinking is that dpi recalculation CAN be used as a means of resizing an image, and it's not uncommon for graphic designers go about it from that direction. Say you've got a print resolution photo at 300 dpi, for example, and you want to resize it to make it suitable for the Web. In that case, you might simply resample the image from 300 to 72 dpi, without ever consciously thinking about the number of pixels.
But that's not the way you should be thinking when you're preparing textures. If you were to hand over that same 300 dpi photo to any professional texture artist, and say, "Please make this into a texure", he's not going to look at the dpi at all, ever. He's simply going to look at the total number of pixels, and then reply, "OK, what you've got here is a 3600x3600 pixel image. The largest allowable texture size I can use here is 1024x1024. So I'm gonna go ahead and down-sample it to that."
Inches would never come into the discussion at all, because once again, INCHES DO NOT EXIST WITHIN THE CONTEXT OF TEXTURING. I don't know how else I can explain this to you. I hope it's starting to sink in by now at least to some degree.
One more time, just to be certain:
FORGET ALL ABOUT DPI! INCHES ARE ABSOLUTELY IRRELEVANT IN THIS CONTEXT! ALL THAT MATTERS IS THE ACTUAL NUMBER OF PIXELS YOUR IMAGES CONTAIN! THAT'S IT!