[Help] I need UV tips for larger models

Discussion in 'Content Creation' started by BiscoMix, Oct 14, 2013.

  1. BiscoMix

    BiscoMix
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    I'm slowly learning how to use blender, and I'm making some really good progress with my own map. But, I'm running into an issue with UV mapping larger scaled models. I can't seem to get the quality of the texture to look good once it's imported into BeamNG. What appears to be crisp and clean in Photoshop for example comes out looking blurry and low quality in the game. So, does anybody have any tips for UV texturing the larger models?

    At the moment, I've been using a 1024 by 1024 resolution.
     
  2. metalmuncher

    metalmuncher
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    If it's only blurry at oblique angles, make sure anisotropic filtering is on in the materials editor.
    4PJ4J.png
     
  3. BiscoMix

    BiscoMix
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    Yeah, I know about the angle, but that's not my problem. The texture is blown up (as if it's too small) and blurry.
     
  4. NkosiKarbul

    NkosiKarbul
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    can you upload an example file of a model on which that blurry problem occurs?
    does not have to be the one you are working on but anything useless, just recreate the problem so we can have a look.
     
  5. BiscoMix

    BiscoMix
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    I can do that today for sure. I'll package a zip.
     
  6. BiscoMix

    BiscoMix
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    Okay, here is a screenshot of my problem, as well as the files as requested. Sorry it's a day late. :D

    I want cube 1 and 2 to have the same scale material when applied. It appears the bigger the model, the material is blown up. What am I doing wrong?

    Details Example.jpg
     

    Attached Files:

    #6 BiscoMix, Oct 16, 2013
    Last edited: Oct 16, 2013
  7. gabester

    gabester
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    You need to scale up the UVs if you scale up the model to maintain the same texel density, and that only works if you're using a tiling texture ;)
     
  8. BiscoMix

    BiscoMix
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    Thank you, Gabester. That worked perfectly.
     
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