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Post by magicghost on Feb 18, 2023 15:22:02 GMT -5
I'm having this problem where when I import my new diffuse texture into studio, pixels appear where there weren't any on the texture. So this is my diffuse: And here is what is happening:
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Post by freeasabird on Feb 18, 2023 20:12:51 GMT -5
I don't make clothes but this happens to me while making objects sometimes, I think it's because S4S converts the textures to dds and the quality loss in that file configuration is monumental. It's not the fault of S4S, the game uses very low quality textures to reduce lag (yeah, that isn't working on my rig but I digress). When making object I make all the textures as .png, I now rarely change them to dds unless it a bump or spec map, this seems to help keep some of the quality. When I get the effect you are describing I stop and leave the file for a while, when I go back to it 'most' times the texture retains its original quality. I have no idea why this happens or why exiting and coming back the next day works but it does for me. One last tip, the more times you save a .png the more the quality will degrade. I use a test .png when experimenting and only make a final texture when I'm sure all the colour and stuff works, this helps keep the textures as good as they can be. Although truthfully its time consuming if the texture has a lot of details. Hope something helps
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Post by simmerish20 on Feb 18, 2023 21:20:28 GMT -5
Always work from a PSD (or whichever counts as a workfile in the program you're using), and save a new PNG (save as...) each time you make changes. This ensures the quality doesn't get worse with multiple edits.
If you zoom in on that texture, you can see a lot of crunchiness. Likely due to having been saved, then worked on, then saved, then worked on, several times.
Quality will often go down a bit when importing in a texture. Could have to do with the texture quality, but also the program and the game's ability to transfer colors properly from texture to the mesh. There could also be some stretch in the UVmap that causes a few stray pixels to get the slightly wrong color. Some colors can be extra problematic, like tones of red, white, grey and black, plus some variations of other colors - these can sometimes cause extra crunchy/pixellated textures or color bleed even if it's not there in the texture you used.
I'd imagine closing down the program and opening it back up again could work if it's a memory issue - waiting a day doesn't seem like it would do much of a difference, unless it's an issue with the computer needing to reboot to empty out some leftovers from programs having run.
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Post by freeasabird on Feb 23, 2023 17:37:23 GMT -5
"I'd imagine closing down the program and opening it back up again could work if it's a memory issue - waiting a day doesn't seem like it would do much of a difference, unless it's an issue with the computer needing to reboot to empty out some leftovers from programs having run." I see your point, I usually just need a break from the texture for a while, I didn't consider your explanations for it. I have more than enough memory but it can't hurt to try a clear out and reboot.
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Post by simmerish20 on Feb 23, 2023 21:28:25 GMT -5
Sometimes it's not about the computer not having enough memory, but what kind of program it is, and how much memory the program is accessing, or able to access. For instance, some 32-bit programs can have memory issues if they try to access more than 2 GB (which is possible to increase to 3-4 GB, occasionally more depending on the program). I think the newest versions of S4Studio have been 64bit, which don't have this issue (unless the program is trying to access more memory than your computer lets it - probably not an issue if you have 16 GB RAM or above, unless we're talking rendering of heavy scenes in Blender or some such, but 8GB or less could potentially cause trouble with some heavier programs).
If you're just frustrated at the project, taking a small break from it is sometimes what you need, so you can look at it with fresh eyes when you get back to it. Just make sure the breaks aren't too long, or you forget what you were working on (I have projects scattered about that I've forgotten what I was even doing because I took a break that ended up with abandonment...)
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Post by liijoue on Sept 16, 2024 20:34:21 GMT -5
I know this thread is old, but I’ll leave my comment in case anyone else stumbles upon this issue in the future. The above tips are helpful in general, but I have found this specific pixelation occurs around soft edges that have some semitransparent colours, especially areas that go over skin like neck holes and waist bands. I assume it’s because the semi transparent colours dont convert properly from png to dds. This tends to happen when I use a soft brush or a feathered mask. I have fixed this issue myself by creating a mask with a hard brush, and then I check against a bright coloured backdrop to make sure there’s no stray semi transparent pixels.
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