dede_frost Posted March 25, 2006 Share Posted March 25, 2006 Hi, this is gonna sound a bit noobish, but I've been texturing some models I made (using Gmax to do the UVW mapping) and I was thisnking its wierd that my textures look so bad!!! I mean , I used a 1280 x 1000 texture and I found myself being able to see large square pixels while I looked at my lightsaber in Gmax. I mean, in KOTOR it looks good, since I don't see the saber up-close, but on Gmax, no matter what resolution I use, I get very crappy-looking textures, where I am able to see the individual pixels, and it looks quite horrible. If anyone knows a way to make the textures appear in the resolution they actually are (on the TGA file) on Gmax, plz tell me. Thanks in advanced Link to comment Share on other sites More sharing options...
Achilles Posted March 25, 2006 Share Posted March 25, 2006 Your textures will look much different once you render them. It's been a while since I used gmax, so I can't recall where you need to go to render or if it even has that functionality. I'm sorry that I can't be of more help. Link to comment Share on other sites More sharing options...
oldflash Posted March 25, 2006 Share Posted March 25, 2006 gMax does'nt have render function. There is one option in viewport called texture filters (or something like this) which improve image a bit. I'm not sure about gmax but in 3dsmax is a option (texture alpha) to show texture better when you edit uvw map (defaul value 0.5 and if is rise to 1 texture will look better) Link to comment Share on other sites More sharing options...
dede_frost Posted March 25, 2006 Author Share Posted March 25, 2006 Thanks for the help, but I can't seem to find anything similar to a "texture filter" in Gmax (as a note, I have Nwmax plug-in, if perhaps that helps?), so can you please be a bit more specific as to whereI can find that option? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted March 26, 2006 Share Posted March 26, 2006 ^^^^ It's probably just in 3Ds Max then. Link to comment Share on other sites More sharing options...
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