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Post by REMI on Aug 9, 2017 16:53:33 GMT -5
With the updates and everything to S4Studio has DDS become obsolete?
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Post by Feyona on Aug 9, 2017 16:55:16 GMT -5
REMI Studio uses both .png and .dds formats.
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Post by REMI on Aug 9, 2017 23:19:05 GMT -5
Feyona I should have added more to my question. For example, when it comes to making tattoos isn't exporting as png/using it over DDS result in a better image quaility?
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Post by Feyona on Aug 10, 2017 0:23:46 GMT -5
REMI if you export from Sims 4 Studio then definitely use .png for exporting and editing. When it comes to new texture it all depends on texture. If it's just a black tattoo, it's better to save it in .png to import to Studio. If it has more colors you will need to compare. Sometimes saving in .png gives better results, sometimes saving in .dds gives better results. If you save in .dds make sure that you have this file in editable format, .dds looses quality each time you resave it. Game uses .dds textures, so when you import diffuse in Studio, program converts .png to .dds (if you used .png). Most of the time saving in .png gives better results.
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Post by REMI on Aug 17, 2017 22:15:14 GMT -5
Feyona Thank you for your response!I think I remember hearing that when you save a dds each time it doesn't look as good!
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Post by orangemittens on Aug 18, 2017 7:09:10 GMT -5
DDS is a compressed format and PNG is not. Compression is done to make the file size smaller which is why games like Sims 4 use DDS instead of uncompressed formats. The process of compression involves the loss of some data. For this reason, as Feyona said, it's better to save your working images in your 2D editor's native format if you think you may need to use them again. Since the game uses DDS, Studio will use code to compress a PNG to DDS if you import a PNG. Sometimes your 2D editor's compression code is superior to the code Studio has and vice-versa. It depends on the image (and seems to depend most on the colors in the image). The fact that each is, at times, better than the other, is why Studio will import DDS and PNG. That way the creator has a choice and can pick which looks best to them.
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Post by jwofles on Aug 21, 2017 16:35:48 GMT -5
Actually, .dds is crucial for normal maps. I was wondering why my custom normal maps weren't working and after help on the forums, I found out it was because I was using .png instead of .dds and that dds has a proper alpha channel or something (not too sure lol). That being said, I use .png for literally every other texture just because it's easier for me. EDIT- After reading what you posted orangemittens, I wanted to test s4studios compression vs nvidia's plugin in photoshop. Up until now I didn't know that s4studio turned png's into dds's so this is been pretty helpful. Anyway, here's the difference with a dark texture, comparing an import as png and as dds. The more distorted texture is when I put my texture in as png, and then texture with less distortion is dds. This is actually super handy to know because I think I'll starting importing everything as .dds, since I was having this distortion issue on a dark swatches I've made in the past. I guess .dds isn't obsolete then :P
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Post by MisterS on Aug 21, 2017 17:11:08 GMT -5
.dds is so good for using the alpha to control the texture, not a fan of .png at all
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Post by Feyona on Aug 21, 2017 22:19:53 GMT -5
I personally prefer .png over .dds, but always try both when import the first texture. Most of the time I get less artifacts using .png.
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Post by MisterS on Aug 22, 2017 17:57:52 GMT -5
The main reason I prefer .dds is they open in photoshop by default :D (Im old I do everything the easy way)
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