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Texture displaying as "pixelated"
show user profile  mr_pablo
I have some low-ish resolution OBJ meshes that have a texture applied that comes from a video source.

You can see details in the texture, e.g. a person full facial features, but when it sits on the mesh, it appears super pixelated and as if an average colour has been applied to the poly at that point.

Why would the texture appear lower resolution than what it is? I didn't think the mesh underneath affected the texture?

Software Developer / Photographer
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11/26/2014 1:20:37 PM (last edit: 11/26/2014 1:20:37 PM)
show user profile  K-tonne
how does it render?

Website and Portfolio

read 609 times
11/26/2014 1:29:45 PM (last edit: 11/26/2014 1:29:45 PM)
show user profile  mr_pablo
The render also shows a pixelated texture.

Here is an image to show the issue.

As you can see, the texture has more detail then that being rendered (the viewport view looks like the render)

The OBJ mesh was created by some software that captures information from a Kinect 2 sensor. Could it be the OBJ creation that is the issue?

Software Developer / Photographer
read 593 times
11/26/2014 3:03:32 PM (last edit: 11/26/2014 3:03:32 PM)
show user profile  BishBashRoss
Hard to tell from that image but have you tried adding a smooth modifier and setting up autosmooth?

read 585 times
11/26/2014 3:12:25 PM (last edit: 11/26/2014 3:12:25 PM)
show user profile  Garp
It looks like the mesh is using one plain color per triangle sampled from the texture.
Are there any UV coordinates? If not, try a simple planar projection from the front.

read 584 times
11/26/2014 3:12:48 PM (last edit: 11/26/2014 3:12:48 PM)
show user profile  Dave
Is the model faceted (ie, no smoothing groups?)... though that wouldn't explain why the render of the texture itself is also blocky.

I got nothing.

"I flew over Egypt once"

read 583 times
11/26/2014 3:13:03 PM (last edit: 11/26/2014 3:13:03 PM)
show user profile  mr_pablo
BishBashBosh - I haven't added any smoothing modifiers, this is the un-edited OBJ. I will see if anything like that helps.

Garp - Yes, I tried to explain that (probably badly). I added an Unwrap UV modifier and opened the editor and it looked like ther were UV coords, so this really doesn't make sense. How would I go about a planar projection?

Dave - Yes it is faceted (again, I have not edited it at all)

Software Developer / Photographer
read 580 times
11/26/2014 3:24:35 PM (last edit: 11/26/2014 3:24:35 PM)
show user profile  jareu
quick question, the top left image is a render, not a viewport screenshot, yes?

He who says it cannot be done is interrupting the man doing it.

read 555 times
11/27/2014 2:45:20 AM (last edit: 11/27/2014 2:45:20 AM)
show user profile  mr_pablo
Correct. Sorry for not labelling them lol!

Weird isn't it!

Software Developer / Photographer
read 546 times
11/27/2014 10:53:59 AM (last edit: 11/27/2014 10:53:59 AM)
show user profile  mr_pablo
Any ideas on this folks?

Software Developer / Photographer
read 465 times
12/10/2014 6:01:08 PM (last edit: 12/10/2014 6:01:08 PM)
show user profile  Dave
Did you try adding any smoothing groups to the mesh?

Can you post an image of the actual texture you're using (not a render or screen-grab, the actual texture)

"I flew over Egypt once"

read 445 times
12/11/2014 2:38:58 AM (last edit: 12/11/2014 2:38:58 AM)
show user profile  herfst1
Another simple test:

change material to a simple grey and press render. If your model is rendering nicely then it's a uv-coordinates problem. At which point I'd clone my mesh, use something like zbrushes "uv master" to do a quick unwrap, then bake the texture from the original mesh onto the new unwrapped version.
read 441 times
12/11/2014 2:45:02 AM (last edit: 12/11/2014 2:45:02 AM)
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