I'm trying to create a very simple box with some textures made from pixel art however the textures are always either cut off or stretched (sometimes both). I think there is a step I am missing for making textures like this but I am not sure what it is. How can I prevent this cut off from occurring?
Image of the cut off, all the coloured lines should form a rectangle.
Hello @Anonymous ,
There's a couple things that might cause that. The viewport settings are meant for speed and have to be told to be for quality. First you might check out this link and set it to realistic to see if that helps. If not, then it may be your viewport map settings are low. You might have to make some adjustments in your Display Performance tab to get the maps to appear at a higher res and prevent the stretching (which is likely just bad antialiasing.)
Any luck?
Best Regards,
Alfred (AJ) DeFlaminis
Unfortunately this did not work. The green line needs to be visible around the whole box but the textures still seem to get cut of in some areas and stretch in others. And an important note is that antialiasing is off since this is pixel art.
Maybe a UV issue? Can you post your box/map?
Best Regards,
Alfred (AJ) DeFlaminis
You could create 3 images each with an aspect ratio the same as the 3 principal sides of the box. The 3 images you define should be to the same scale. Then use a multi-subobject material assigning the same material to the opposing sides of the box and fit the appropriate material to each side of the 3 IDs.
Can you also post the box object please? It's way easier to see the actual setup than have to recreate part of it on this end. Thanks!
Alfred (AJ) DeFlaminis
Just for the info, for very low resolution images we would have to use "non realistic material" (aka standard) viewport rendering. That way we get "lower" image filtering.
Also use old Max bitmap loader and turn off filtering for view/rendering in material editor.
There's no filtering in UVW editor.
But that wouldn't help for OSL loaders, images comes prefiltered.
Although, think here resolution isn't problem.
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