Pixelated Paint...

I am having a similar issue to one of the previous posters...Some of the diagonal highlighting is coming out pixelated. There was mention of rotating pieces in the UV editor. 1) Does this seem to be the issue in this case? 2) Is this something that can be done after baking?  3) Could this be an issue with scaling in the UV editor? Thank you for your help! 

Thomas


  • spikeyxxx replied

    Hi Thomas, it looks like your map just has a too low resolution (is it 1024 by 1024?).

    Try increasing it. (Maybe just double the resolution)That should at least improve it.

  • Thomas Robertine(thomasrobertine) replied

    Thanks for your response! Well, this course was designed to make a mobile game so the map was set to 720 x 720. I will see if increasing the resolution fixes it though. Is there no way to avoid this when dealing with lower resolutions? 


  • spikeyxxx replied

    If it's for a mobile game, the pixelation might not even be visible...

    Avoiding this? 

    When you would make sure that you only have horizontal and vertical lines on your UV-map, you'd probably avoid pixelation.

    (On the other hand you'd get stretching.)

    If you have a square on your map and rotate that 45° that would become pixelated.

    Generally, you set the resolution of your map(s) to fit the medium it is going to be watched on.

    (Your tank would look horrible in cinemas, but on a small phone screen it might be o.k...)

    I hope this all makes sense.


  • Thomas Robertine(thomasrobertine) replied

    Ok, thanks. I guess its a balancing act then? As for pixel resolution: Is it possible to change to resolution this far in or would I need to create a new texture and re-unwrap/ bake? Thanks

  • Jonathan Lampel replied

    Hey Thomas, it's definitely a balance! As spikeyxxx mentioned, the pixilation won't be noticeable from farther away , but you may also want a closeup shot. There's not a good way to increase the resolution without creating a new texture and re-baking anything you may have baked, but you won't need to unwrap anything a second time. Hope that helps! 

  • Thomas Robertine(thomasrobertine) replied

    Ok, that is what I thought. It'll be good practice to go through it again. I appreciate all the help guys! 

  • Shawn Blanch(blanchsb) replied

    tthomasrobertine Another tip is to make some UV islands smaller that don't really need detail and save that space for other UV islands that need more detail. 

    I also don't think that 1024 by 1024 is overly big for this kind of asset.  I'd recommend increasing it to get a little more pixel density on your paint.

    I probably wouldn't be doing 2048 by 2048 images on everything for a mobile game but I don't think it would hurt on some more important things that need the detail. Like @jlampel says, it is a balancing act.


    Fake it where you know no one will care, and Make it great where it matters most.

  • Thomas Robertine(thomasrobertine) replied

    Hey Shawn,

    Thanks for the tip! I did scale some of the UV islands, but it is clear I needed to spend more time planning it out. I am definitely going to run through this again and take all these tips into account. I appreciate your feedback!