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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