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vieport texture quality


tsunamy-boy
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hi buddies,

 

I'm trying to make an Audi R8 on 3ds 2011 (64 bits) max but

i getting a problem, i have this textures applied but the quality sucks and i can't see the lines

(the images have this resolution: 648x324)

 

my.jpg

 

what can i do?

thanks for help

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The Photos looks like its stretched to me i agree with Kareem "Customize >> Preference >>ViewPorts >> configure drivers" change that to 512 and 512 in both download texture and background texture and check (tick) match bitmap as close as possible in both boxes then get out of that by click ok twice. now your image should be ok if not then images are useless you need to find more here is a link http://www.the-blueprints.com/blueprints/cars/. Don't forget you need to have 3 images one of the to left and front

 

Also i would knock the irritations down to 2 because if you anywhere past 2 this will slow down your VGA card and your computer. The reason you cannot see the lines is because the photo is black go into photoshop and change the image to white apart from the car

 

Good luck

Edited by datacrasher
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my graphic car is:

Nvidea GT 220 512Mb(dedicated) +1791MB(shared) TOTAL:2303MB -- pci-ex | DirectX 10.1

 

(I have 4GB of Ram)

 

--

Still don't working : (

 

I got this options:

Print.jpg

(this image have no changes made, but i did it and it don't work) :(

 

I made what datacrasher said but the quality stills the same.

I try to restart the program, but after I made that, the changes returns to the default.

 

 

This is one of my images used:

(I reduced the brightness like it said on the tutorial that i saw, this is right or wrong?)

side.png

 

------

"Crazy Homeless Guy"

The version that i'm using its different : (

 

--------

 

Thank you all for helping me : )

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"Crazy Homeless Guy"

The version that i'm using its different : (

 

Not sure what is so different about it...? This is a screenshot from Max2011 x64. That aside, your reference image is low res. I would use a higher res one if you have it.

 

EDIT: Actually, the way the material creation is setup is quite a bit different, but this method is still valid.

Edited by Crazy Homeless Guy
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please re-read my instruction you did not match the bitmap as closely as possible in both boxes and you have not selected the size by 512 in each box please try that that usually works in not then the image are rubbish i also gave you a link where to get another set of images.

 

The second image looks okay everything is in shape now use that one and now you have to find 2 more

Edited by datacrasher
cannot write to tired lol
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Its working now, i guess its everything ok

 

Print.jpg

 

I forgot to reload the images ;)

I didn't check the two boxes, the quality its much better without them.

 

Just a question:

If i try Directx 10 codec---> its better, not recommended, what?

The quality seams better but I had some problems modeling with it :S

 

Thank you all for help : )

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If i try Directx 10 codec---> its better, not recommended, what?

The quality seams better but I had some problems modeling with it :S

 

I don't recall one method being recommended over the other but I do have an opinion about which method I believe yields superior results.

 

As for why I feel the DirectX shader is better, ...the resolution of the image displayed with the DirectX shader is independent of the texture preview resolution in the viewport settings. Therefore, it can display uber crisp underlay images that are very easy to read. The clarity becomes dependent on the quality and resolution of image you are using as the underlay. Use a higher quality source, and the image displays even better.

 

Anyway, you seem to be comfortable with the method you are using so I would run with that for now.

Edited by Crazy Homeless Guy
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