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textures size on a model

Posted: Wed Apr 06, 2016 11:46 am
by bongobeat
Hello,

I wonder if some kind experienced people can re-texture a model for me:

The size of the textures, well I don't know how to say it, looks hum, zoomed or increased on the model face. They looks too big and then the result is horrible. I want something that looks smaller.
Image
The roof for instance is horrible, it's a 512*512 texture, but it looks nice on the building on the back.

Re: textures size on a model

Posted: Thu Apr 07, 2016 11:38 am
by maneus
You can open the model in Blender by importing it with the grimrock blender importer by bitcpy (can be found here in this forum).
There you can resize the texture on the roof so the roof of the fountain looks like the roof of the house.

Another way: Send me the model with all of the used textures and I will do it for you.

Re: textures size on a model

Posted: Thu Apr 07, 2016 4:52 pm
by bongobeat
Well I have try into blender, but I don't know what tool I have to use to do that.

Re: textures size on a model

Posted: Thu Apr 07, 2016 7:13 pm
by Azel
I'd love to fight a Magma Golem around that water well :o

Re: textures size on a model

Posted: Thu Apr 07, 2016 8:00 pm
by minmay
The nice thing about the Web is that there are search engines for finding information. Try using one of them to search for "blender edit uv".

Re: textures size on a model

Posted: Fri Apr 08, 2016 9:25 am
by bongobeat
Thanks for all your answer:

@ Azel: here you go http://www.photo-graphix.fr/storephoto/grim/TheWell.dat

@ minmay: true, when you know what to search :mrgreen:

Re: textures size on a model

Posted: Fri Apr 08, 2016 7:23 pm
by Azel
The nice thing about forums is that you don't have to use search engines to constantly guess the proper search phrase. It's been over a year and minmay still thinks he's a moderator here lol

Re: textures size on a model

Posted: Mon Apr 11, 2016 9:53 pm
by juho
Scaling those UVs should do the trick. To keep things consistent and tidy, we used a ground rule of 512pixels/1.5meters in game. For example every floor square has 1024x1024 texture and is 3x3meters in size. That way the texel resolution was kept pretty consistent.