Sweet :) The 'scale textures up to nearest power of two' thing worked. I'm not sure where to find the elliptical filtering and bilinear interpolation settings though.
On 20 March 2013 17:24, Vladimir Jankijevic <[email protected]>wrote: > oh, that's why it worked for me. I have this setting OFF. > > thanks > > > On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable > <[email protected]>wrote: > >> For the viewport : Under preferences-->Display, turn on 'scale textures >> up to nearest power of two'**** >> >> ** ** >> >> For rendering: turn on elliptical filtering and turn off bilinear >> interpolation.**** >> >> ** ** >> >> ** ** >> >> *From:* [email protected] [mailto: >> [email protected]] *On Behalf Of *Duncan Greenwood >> *Sent:* Wednesday, March 20, 2013 14:58 >> *To:* [email protected] >> *Subject:* pixel art textures**** >> >> ** ** >> >> Hello everyone, >> >> Long time. >> >> I've been working at an indie game studio for a while now, and there are >> a few things that have come up that I wasn't expecting to be a challenge. >> >> One thing I've been trying to solve for a long time, is displaying low >> resolution textures in XSI. It just doesn't seem to display the texture >> the way that it has been drawn, and I can't find the right settings to fix >> it. Basically, the best I can get it, XSI will display the texture in the >> viewport at half the resolution, ie: it will display 1 pixel for every 4 >> pixels in the texture image. I can't seem to get the render to stop >> filtering the textures either, so that comes out all blurry. Does anyone >> know how I could solve this problem (preferably without increasing the >> texture resolution? >> >> I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a >> 128X128 texture image. >> >> A few things I tried: >> saving as png does not help (this is the format we're using for most >> things). >> saving as tiff of targa does not help. >> saving as jpg doesn't help (and is also just a very silly idea. >> >> Interestingly enough, cutting out a 16X16 square from the texture and >> using that as the diffuse input, instead of a 16X16 UV section of a 128X128 >> image, looks fine in the viewport (although still not in the render, but I >> don't really care too much about that). This does not help me though, >> because I specifically need to do the UVs on 16X16 squares, using a larger >> image as the texure. >> >> Here are some images showing what's happening: >> >> original 128X128 texture image: >> [image: Inline images 4] >> >> 16X16 sample block, and a 128X128 upscale: >> [image: Inline images 2][image: Inline images 3] >> >> texture as seen in the XSI viewport with texture filtering off): >> [image: Inline images 5] >> >> Texture as seen in XSI render (not that it really matters, but it's still >> annoying): >> -It's been scaled down in Photoshop to match other images, in case you >> were wondering. >> [image: Inline images 7] >> >> >> Thanks people :) >> >> Duncan Greenwood >> Animator at Free Lives Games**** >> > > > > -- > --------------------------------------- > Vladimir Jankijevic > Technical Direction > > Elefant Studios AG > Lessingstrasse 15 > CH-8002 Zürich > > +41 44 500 48 20 > > www.elefantstudios.ch > --------------------------------------- >
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