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texture resolution
show user profile  cbflex
I've been recently trying to figure out how to exactly make seamless textures, and then how to make textures with great quality... I purchased a Canon T2i about a year ago with some really nice lenses. The resolution of the photos are about at 5K. I'm also using either photoshop or mudbox to paint my models which takes care of the seam. This all sounds great.

Well... I'm still confused in 1 place. Say I model a wall... How hard can it be, 1 polygon lol. Anyways, I apply a texture to it. The map I use is 1 photo I took of a wall that fits the entire canvas of my photo. I paint it on, and so far so good.
I realized now, that it also depends on how big the wall is, and exactly how close the camera will be to the wall... I can't be right up against the wall, but also if the wall is huge, I may not even be able to be within 3 meters of it.
So... What's the resolution to this? I don't think they make realisticly priced cameras with like 50K resolution lol.
what do you do? Take like 10 photos of the wall? How do you know where the last photo you took was, on the wall. Say it was sheetrock or some kinda very plain material?
Do you buy like an ultra fisheye lense and get right up against the wall? How do you make an ultra high res photo of the wall?
read 155 times
6/15/2012 10:56:05 PM (last edit: 6/15/2012 10:56:05 PM)
show user profile  herfst1
Answer: Tileable textures.

Take 1 photo up close to get all the details -> bring it into PS and crop it to a square (1024x1024 or 2048x2048 or whatever res you want). Use Filter -> other -> offset and move it on the x and y axis. Use the clone stamp tool to get rid of the obvious seam. Offset again and get rid of any remaining seams. Once you're happy save and quit.

Now you can place that texture on your wall and use the tile options in the material editor to choose how many times you want it to repeat.

read 151 times
6/15/2012 11:02:56 PM (last edit: 6/15/2012 11:07:18 PM)
show user profile  Mr_Stabby
personally im a fan of procedual maps, tiling without seams is ok but in most cases the human eye can still pick up the repetitive pattern (which is ok for things like wallpaper where you expect tiling anyway but not ok for a field of pebbles). At your disposal you have the noise, cellural, composite and color correction shaders - between these 4 you can replicate nearly any texture. They might take more time to create than just painting it but the best thing about them iis that once they are done and mapped into world space you'll never have to make that material again (nor do you need to uv map the object)

read 139 times
6/16/2012 12:21:08 AM (last edit: 6/16/2012 12:21:08 AM)
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