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Blurry Patterns


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#1 JeziBomb

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Posted 30 May 2012 - 12:48 AM

This is probably mentioned somewhere but, I've created a sofa and table. They look great in TSRW but in game the pattern is blurry. I have tried resizing my multiplier dds and tiling and even changing the in game graphics. Resizing the multiplier doesn't seem to make a difference no matter what size it is. Tiling looks best in TSRW at 4,4 (except wood patterns) but the object is still blurry in game. Changing in game graphics did nothing. As the coffee table tutorial had us to do, I made my map 512x512. What else can I do?
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#2 JeziBomb

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Posted 30 May 2012 - 01:07 AM

Need to mention that some patterns look good at 2,2 in TSRW but still blurry in game. Also, when editing a pattern in game it is good and clear until it goes back to game mode.
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#3 JeziBomb

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Posted 31 May 2012 - 12:13 AM

Ok, I figured out the problem.

Question for anyone familiar with Wings 3D. Is it possible to change the size of the letter pattern of the UV mapper??
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#4 sim_man123

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Posted 03 June 2012 - 01:33 PM

I'm not sure about the Wings question, but as far as patterns, there is a "rule" that I try to follow to avoid any problems with clarity. Pattern swatches are made at 256x256. That means that if your multiplier is 256x256, you only need to set the tiling to 1,1. Anything else will result in the pattern being either stretched out and thus blurred, or squished together, in which the details will get lost and it will still look blurry. For 512x512 multipliers, that means that 256x256 will fit twice in each direction - 2,2. 1024x1024 then is 4,4. Provided your mapping is consistent in scale, you shouldn't have any problems :)

If it doesn't look good in game no matter what you try, could there be something wrong with your graphics card? Perhaps an outdated driver?

Kris

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#5 JeziBomb

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Posted 03 June 2012 - 10:38 PM

If it were my graphics card/driver wouldn't everything with patterns look blurry in my game?

In Wings the UV mapper has ABCs on it and the smaller the letters are on the objects the more detail it has. Problem is that you can only go so big with the map pattern or it won't all fit. If it were possible to make those letters smaller it would fix it. I did some experimenting with it and that is what I found. Just don't think there is a way to make them smaller though. I have looked everywhere, even on the Wings website. I'm gonna play with it some more and see what else I learn about it.

Thanks for the tips, sim_man. :)
=^..^=

#6 sim_man123

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Posted 04 June 2012 - 12:59 AM

 JeziBomb, on 03 June 2012 - 10:38 PM, said:

If it were my graphics card/driver wouldn't everything with patterns look blurry in my game?

In Wings the UV mapper has ABCs on it and the smaller the letters are on the objects the more detail it has. Problem is that you can only go so big with the map pattern or it won't all fit. If it were possible to make those letters smaller it would fix it. I did some experimenting with it and that is what I found. Just don't think there is a way to make them smaller though. I have looked everywhere, even on the Wings website. I'm gonna play with it some more and see what else I learn about it.

Thanks for the tips, sim_man. :)

Hm, yes, that is a good point about the problem only affecting your items. Are your multiplier/mask/spec the same size as each other, and are they the same size as the original EA textures? If not, when opening them, WS will prompt you if you want to update the mask sizes, in which case you will want to click yes. This can also be changed manually, by going to the mesh tab and clicking on the "..." next to the material entry for your main group. There are 4 entries for mask height/width (2 of each) and all four of them should match your texture's dimensions. These entries being incorrect can also cause patterns to render blurry.

I took a look at the rainbow letter grid in Wings UV editor that you are talking about, and I'm pretty sure the purpose of that texture being there is so that you can 1) see the scale of your different faces on the map to ensure that the entire mesh has been UV Mapped proportionately, and 2) since that texture is full of straight lines and recognizable letters, when it's applied to the mesh, it will make it easier to detect distortion in the UV coordinates compared to the proportions of a face. (I.E. You map a rectangle face into a square, rather than a proportionate rectangle, and you can instantly see on the mesh the texture is being distorted.) I use Maya, and it uses a black and white checkerboard for the same purpose - and it always looks horribly blurry. Since UV's are vector-like in that they can scale to any image resolution, they will adapt to whatever texture is being applied to them (the size of the multiplier, for instance.) and thus the appearance, scale-wise, of that texture to the overall mesh is largely irrelevant, since that texture is not actually part of the mesh in any way.

If you can't get the patterns to work properly, I'd be happy to take a look at the file for you and see if I can figure anything out :)

Kris

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