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| | #2 (permalink) |
| In the blooming heather ![]() | What you have to do is consider before you render what the maximum size you wish your print to be and then make sure that there is enough pixel information in the texture maps at 72dpi so that there is no loss of pixel quality. A quick cheat is to sketch up a rough for your image at your chosen resolution and crop in photoshop over the main larger details to give you fairly accurate guess for the maximum pixel dimensions required. For any large detail areas I tend to go with 2048 x2048 as a rule of thumb. If your textures repeat 512x512 is often enough. But lets say your image was mainly a face with a uv texture map filling virtually the whole space - then your pixel dimensions of your map should match that area or as closely as possible without grinding your machine to a halt. There are actual equations / maths for this (very useful for rendering animation) - which you should find out on the web. As an aside if you find a texture map to small and you don't have a larger master - blending it with a procedural shader is always a good tip to lessen the risk of pixel stepping
__________________ aka Boozy Floozie |
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| | #3 (permalink) |
| In the blooming heather ![]() | If you use ZBrush for mapping and texture creation this great utility by Marcus will help you maximise your quality http://www.zbrushcentral.com/zbc/showthread.php?t=36662
__________________ aka Boozy Floozie |
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