Hieronimos Audeburgh Posted July 26, 2013 Share Posted July 26, 2013 Hey everyone!for some reason, the shading in my helmet gets messed up after uploading the texture to SL (see the pic).Everything was perfectly smooth in Photoshop. Does anyone know why this is happening? And how to get it nice and smooth again?Thanks! Link to comment Share on other sites More sharing options...
Frawmusl Posted July 26, 2013 Share Posted July 26, 2013 Well if you're working on a flat texture in photoshop you have to also account for distortions when wrapping to a 3-D object. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted July 26, 2013 Share Posted July 26, 2013 I think Hieronimos is asking about the lack of smooth blending from light to dark : (tree ring effect) : My guess is something in your viewer Preferences needs to be adjusted . Do you get the same effect when you apply your texture to a flat surface? Link to comment Share on other sites More sharing options...
Ivanova Shostakovich Posted July 27, 2013 Share Posted July 27, 2013 What size is the texture when you save it from Photoshop? Is the viewer forced to resize it when you upload it? The maximum is 1024x1024 and dimensions need to be multiples of 2 or some kind of resizing will occur. Link to comment Share on other sites More sharing options...
Frawmusl Posted July 27, 2013 Share Posted July 27, 2013 Ooohh, I figred smooth as in circular, not transition My bad Link to comment Share on other sites More sharing options...
Hieronimos Audeburgh Posted July 27, 2013 Author Share Posted July 27, 2013 Thanks for your replies! I always use 1024x1024 textures to try make sure everything is the same in SL as when editing in PS. The tree-ring effect also shows on a flat surface (see pic), but it's far less crudely visible when the sun-position setting is not on mid-day - although still visible (second pic). Judging by your replies I guess no one has had this happen before? Thanks a lot! /Jay Link to comment Share on other sites More sharing options...
Aquila Kytori Posted July 27, 2013 Share Posted July 27, 2013 Judging by your replies I guess no one has had this happen before? hmmmmmmm......... ? On the inside of a medieval helmet perhaps not but on Teapots .... http://community.secondlife.com/t5/Building-and-Texturing-Forum/Photoshop-Gradient-pink-red/m-p/1814339/highlight/true#M8316 Link to comment Share on other sites More sharing options...
Drongle McMahon Posted July 27, 2013 Share Posted July 27, 2013 Do you really need to worry about this barely visible effect on the inside of the helmet that nodoby is going to see more than a slight glimpse of anyway? I would have tought this was the place to minimise polygons and texture size to avoid excessive gpu resource consumption. Seriously, I had to copy the pics and up the gamma before I can see the rings at all. The banding on the outside is much more obvious. Is it smooth shaded? If so, this could be a known problem with SL ambient occlusion which occludes convex corners on cylinders. I have only seen that on bigger cylinders before though. If you aren't using smooth shading, then you could use it to remove that banding and save polygons and LI as well. 1 Link to comment Share on other sites More sharing options...
Hieronimos Audeburgh Posted July 27, 2013 Author Share Posted July 27, 2013 Aquila: thanks! I see : ) I think the problem with my texture also has to do with the size of the brush I used (which was quite large for that particular shadow): the larger the brush, the bigger the rings. Anyhow, I've been working on this texture further and it's not so much of a problem now. Still curious what causes the loss of detail though : ) Drongle: thanks for your input! I agree the bands are both ugly and an unnecessary use of GPU. The reason why I've not gotten to a proper use of 'smooth shading' yet is because I simply don't understand how to apply it properly : ) That is my next subject of research though - I just like to take it one thing at a time. Thanks! /Jay Link to comment Share on other sites More sharing options...
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