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Should I Reduce Texture Size?


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As I'm new to modding, modeling and texturing, I need a bit of help with texture size.

YhkQcX4.png

The texture shown in the image is a .png file 2048 x 2048 pixels, and is about 48 KB (49,569 bytes when I checked the properties). This seems to prove problematic in Blender, as the textures for each of the tank sides are 256 x 128 pixels. This means I can't fit textures on a t-800 sized tank.

Can I reduce the size of the textures in the models (and still have the warning label readable)? Or, am I going about this all wrong, and the texture picture itself is too small?

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Hi, for that tank the whole texture should be on one sheet not spread over different ones, and a 2048 texture just so you can have a bit of text when the rest is plain blue seems a little excessive .

  However, as the tank is plain blue you could tile the other 7 sides on your single sheet texture, same for the end caps,  so you have one blue area  and a grey area,   and even though as a rule, it's nice to keep all parts at the same kind of texture density , you could devote the larger area of the texture for your graphic panel.

I'd imagine a good font will be legible at 1028.  Although for text i usually scale the texture up x2 , sort out the text, then scale it back down, this makes the characters a lot sharper than if i placed them on the 1028 to start

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On 3/10/2018 at 6:35 AM, SpannerMonkey(smce) said:

Hi, for that tank the whole texture should be on one sheet not spread over different ones, and a 2048 texture just so you can have a bit of text when the rest is plain blue seems a little excessive .

  However, as the tank is plain blue you could tile the other 7 sides on your single sheet texture, same for the end caps,  so you have one blue area  and a grey area,   and even though as a rule, it's nice to keep all parts at the same kind of texture density , you could devote the larger area of the texture for your graphic panel.

I'd imagine a good font will be legible at 1028.  Although for text i usually scale the texture up x2 , sort out the text, then scale it back down, this makes the characters a lot sharper than if i placed them on the 1028 to start

I'm probably gonna keep it as a 2048x2048 texture, but thanks for the advice.

EDIT: Should I even bother with the label? 

Edited by SlimeOfSteel
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Know that texture are decompressed when loaded by the game and that a 2048x2048 png texture will use 16MB of memory (even more on dx9). Compressing it in a DDS would use 4MB (DXT5) or 2MB (DXT1)

Edited by sarbian
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9 hours ago, sarbian said:

Know that texture are decompressed when loaded by the game and that a 2048x2048 png texture will use 16MB of memory (even more on dx9). Compressing it in a DDS would use 4MB (DXT5) or 2MB (DXT1)

No need to worry, I'm planning to turn the texture into a .dds file once I'm done with the texture changes.

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Well, I kinda figured out a solution to my own problem.

I just needed to split the larger tanks into separate pieces. The center will still keep the regular texture, but the new pieces will have the blue texture even if I extend it far enough.

So how do I close a thread? My problem is solved.

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