Psistorm Ikura
Registered User
Join date: 19 Jul 2006
Posts: 52
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12-02-2009 09:12
Hi,
Im recently working on an avatar (a fox, to be precise) using rendered fur. The 1024 textures are rather great for holding the needed amount of detail, up to the point where I actually apply them to the skin in SL. Then it turns into a pixelfest, even at maximum rez completion.
Im at a complete loss why this happens. I wanted to check how badly the compression affects the skin, and thus saved the compressed texture back on my HDD, only to see that the compression effects are fairly minimal.
So the texture itself inworld = has 99% of the detail, great. The texture on my avatar skin = has around 50-60% of the detail, looks horrid.
Is there anything I could possibly be missing? Are avatar skins capped at 512 or ultra-compressed beyond recognition? Any help is appreciated, since Im losing a great deal of quality, and i know the texture is fine, just the skin completely destroys the weeks of work that I put into this avatar so far.
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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12-02-2009 09:17
From: Psistorm Ikura Are avatar skins capped at 512 Yeah, it all gets squished to 512 at baking time, so that is what you really have to work with.
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Psistorm Ikura
Registered User
Join date: 19 Jul 2006
Posts: 52
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12-02-2009 09:29
ah that would explain why. thanks.
Ill be able to work with that, more or less, and I hope I can get the results I need that way. Thanks again for your assistance, this will save me a lot of guesswork
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Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
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12-02-2009 09:46
One other thing to consider is the distortion of the texture on the avatar. Many areas stretch the pixels out, and some areas can get extremely stretched (i.e. the sides of the avatar body).
Something I recently stressed in an adjacent thread (Techiniques in Skin Making) about texture PREVIEWS will probably help this situation out, as you will be able to better track what your final result will look like (at 512x512) with a quick previewing method.
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Psistorm Ikura
Registered User
Join date: 19 Jul 2006
Posts: 52
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12-02-2009 10:25
Ah yes, thats a good point. I use 3d studio max in my workflow, for rendering textures, and i have a little setup where I can preview rendered textures on the avatar. Edit: I do hope we get 1024 skins some distant day, that would be great. probably not anytime soon, but one can dream 
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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12-02-2009 11:24
From: Psistorm Ikura I do hope we get 1024 skins some distant day, that would be great. probably not anytime soon, but one can dream  We'd probably see a lot more gray avs running around SL than we do now. Rez...rez...rez...rez.........lag. 
_____________________
It's hard to tell gender from names around here but if you care, Rolig = she. And I exist only in SL, so don't ask....  Look for my work in XStreetSL at 
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Psistorm Ikura
Registered User
Join date: 19 Jul 2006
Posts: 52
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12-02-2009 11:27
in theory, we shouldnt, since the textures are streamed. its not like a fully-rezed skin plops into existance from grey, but it gradually gets sharper. this last level would pop in after the 512 phase was rezed.
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Namssor Daguerre
Imitates life
Join date: 18 Feb 2004
Posts: 1,423
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12-02-2009 12:44
From: Psistorm Ikura Edit: I do hope we get 1024 skins some distant day, that would be great. probably not anytime soon, but one can dream  I dream of better detailed avatar meshes with fewer triangular polygons, so I can actually appreciate an increased texture resolution. A perfectly detailed flipper foot will never look like a realistic human foot no matter what the texture resolution is. Two feet would be nice too! The same goes for the ear, eye, and arm.
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