From: Rudolph Ormsby
Wow - thanks Chosen and Chip - brilliant posts ! Can this be made a sticky?
Chosen - one VERY minor point..... when you said "However, if you do up-sample from 72 to 300 as Atom's post instructs (again, no offense intended, Atom), you'll be increasing the number of pixels by more than 4 times."....... I think that should be 16 times......
Ooh, good catch, Rudolph. Yes, you're right, of course. Thanks. I'll edit the post.
From: Daz Karas
Would it be a good idea then to create all images at 300 pixels per inch and forget that arbitrary 72 pixels per inch that about 99% of all tutorials on image editing for the web instruct to use?
As Chip said, you can safely just forget about it completely. However, I still use 72 for on-screen images just as a way of labeling them as for the screen. When people encounter a 72 dpi image, they assume it's not meant for print.
While saving at 300 wouldn't make any difference to the way it appears on-screen, it could make a difference to how people perceive its purpose. I'd just hate to hand someone a 300 dpi image, have them mistakenly expect to be able to print it because it's got that label, and then they discover it comes out the size of a postage stamp on paper because it was only 256x256 or something. That's all.
I think of the 72 as almost a metadata tag, saying "don't print this".
From: Artemis Tairov
Work in the actual size of your document, resizing down causes textures to blur. If you want the end texture to be 256x256 then work in 256x256. If you work in 1024x1024 and then shrink down to 256x256 you are trying to squeeze 8 pixel worth of varied color into 1. If you work in 512x512 and squeeze down to 256x256 you are trying to cram 4 varied color pixels into 1.
Technically, you're correct, Artemis, and for many types of images, I agree; work at your intended output size from start to finish. However, there are many situations in texturing when it can be highly advantageous to work big and then downsize for output.
SL clothing is great example. Matching lines and other distinctive imagery across seams is a particular challenge, which is very easy to screw up. On a 512x512 canvas (the native size of all clothing textures), with the way the canvas is chopped up for the various body parts, you only have a very small number of pixels in each area. In many places, being off by as much as a single pixel is enough to make the seams not match. That's a huge margin for error.
When you work on an upsized canvas though, the margin for error gets cut by 75% for every doubling of the canvas size. So if you're working at, say, 2048x2048, and you're off by one pixel on a seam, it won't be noticeable after you downsize to 512. The very data blending you're talking about as bad actually becomes a good thing in cases like this.
The slight downside of this is you just need to be careful not to make your details too small. Obviously, if you're working at anything larger than the final output size, and you include details that are at all smaller than the size of the pixel groupings that are going to be combined by the down-sampling, then those details won't be present in the final image. So be a little careful. Don't put a super fine cloth weave pattern on a 2048x2048 clothing template, and then wonder why it looks like just a flat field of solid color after it's downsized to 512.
Generally, the trade off better margin for error so you can do it right vs. potential detail loss if you happen to do it wrong is well worth it. You just gotta know what you're doing (which is why we have these discussions

).