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Post by fasess on Oct 30, 2023 10:06:42 GMT -5
Hello, I would like if there is any way to prevent the textures from losing quality when reducing them in the UV. Ty💗
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Post by mauvemorn on Oct 30, 2023 10:10:01 GMT -5
Hi. Bigger uvs = better textures. If you will utilize the space efficiently, they will be better
You can also make the texture itself bigger, but would need a hq mod ti actually see the difference
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Post by fasess on Oct 30, 2023 10:17:09 GMT -5
Ok tysm💗💗 Could u explain how can use hq mod??
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Post by mauvemorn on Oct 30, 2023 10:21:04 GMT -5
Hi. Here are detailed instructions The point of this mod is to take nice pictures, so if you want your item to have good textures for other purposes, this is not the solution
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Post by Fwecka (Lolabellesims) on Nov 4, 2023 20:04:28 GMT -5
Hello, I would like if there is any way to prevent the textures from losing quality when reducing them in the UV. Ty💗 I am having the same problem you are. I'm making a mesh for someone who wants a graphic on the front and it is blurry no matter what I do. I've thought about splitting the UV island for the front of the shirt but Studio will introduce a sharp edge into the mesh where the UV island is split. In the end, and it's still not a perfect solution, I made the UV island for the front of the shirt large and made the UV island for the back smaller to make room. This means that I cannot use a patterned texture. Other than the graphic on the front of the top, I can only use a solid color texture. Even then, I'm still getting problems with blurring though it's minor. One thing I will mention is that EA's UV islands are squared off in areas like the tops of the sleeves, etc. If you don't know what I mean clone a top and look at how the islands are square-shaped. I did the same (made my islands square-shaped) and to avoid distortion of the graphic, I pinned the edges of my UV islands and re-unwrapped them. This sort of...re-arranged the edges and vertices inside each UV island. Still had to make some minor adjustments however. It helps if you can see how the texture looks on your mesh in Blender. This is how you view a texture in Blender. This is for Blender 3.3: If you can see how your texture looks in Blender you can adjust your UV islands and see the effect in real-time.
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Post by mauvemorn on Nov 5, 2023 5:39:50 GMT -5
Fwecka (Lolabellesims)if possible, you can cut out the graphic along its borders If not, you could make it a separate meshgroup, then s4s would not shade it as sharp. Some items have an extra meshgroup in the chest to interact with necklaces, so you could replace it and edit region map As for graphics and patterns looking stretched, you could use stencil ( if possible ) or rebake from one uv map to another For example, uv_0 has your normal uvs. You create a third uv map, make non-stretched big versions of uvs, which display your texture correctly. Then you rebake texture from the third map to uv_0
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