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Old 11-20-2008, 08:57 PM   #51 (permalink)
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hey kYo, I have a question for you mate. (or anyone else who knows the answer, eh eh)

How do you get such detailed texture resolution on the viewport? I can only achieve such sharpness when I render out the picture, on the viewport the textures always look a bit blurry.

I went to the "Configure Direct3d" window, and checked the buttons 1024 and 512 accordingly, and I suspect this is the resolution the viewport renders out the textures, right? Or there is any other trick that I'm missing out?
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Old 11-21-2008, 04:11 AM   #52 (permalink)
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Well, you might just be confused by zooming in on them, some people apparently do, thinking it looks very blurry in the viewport, then they render it, get a much smaller image, and think the textures look sharper, while actually, it'd look as sharp if not sharper in the viewport.

It always looks a bit grainy once you zoom out, and I'm not sure if Max got any mipmap filters, but.. you should definetly not have much trouble with blurry textures in the viewport unless your texturesize is too small, if you use a proper shader that is?

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Old 11-21-2008, 05:29 AM   #53 (permalink)
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Yeah, thing is kYo said that he always post his work with viewport screenshots, and they always look so sharp!

Yes, Max has indeed some mipmapping options under the viewport settings, I'll have to look into it a little bit better.
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Old 11-21-2008, 06:53 PM   #54 (permalink)
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hmm.. i only posted max viewport screenshots for the tire challenge, just in case you refer to another challenge

but i dont know, i didnt play around with max or graphiccard settings except forcing AA on... is it possible different graphiccards give different results? im using a GF 8800 GTS

if its not a hardware/software/display issues, of course i sharpen my final textures before exporting as tga, for that i flatten the image and use multiple unsharp mask filtered duplicates with different radius settings (mostly 0,3 then 0,7 then 1,2 .. or nearly) sometimes with a bit more strength than desired and balancing each layers opacity afterwards

sometimes adding a barely noticeable but sharp noise overlay is cool too ^^

furthermore doylle´s shader has this diffuse offset sharpen feature thingie i used at the tires

cant think of more atm
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Old 11-22-2008, 03:00 AM   #55 (permalink)
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Ah nice tricks Ive only merged all layers and applied one unsharp mask filter. applying several layers with dif unsharp settings seems like an awesome idea! You get a thanks from me for that, enjoy! hehe
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