Wednesday, 11 July 2018

Week 8 - Wednesday: Tutorial Session

In this week's tutorial session I was shown a simple technique to get the most out of my texture creation process within Substance Painter. Using a 4086 x 4086 texture resolution in Substance instead of the default of 2048 x 2048 allows you to get a much cleaner result and avoid aliasing within texture maps. Once I am finished texturing in Substance, I can then save out the 4K resolution texture downscaled to 2048 to reduce the jagged aliasing on the texture map.

https://i2.wp.com/techzei.com/wp-content/uploads/2014/10/Anti-Aliasing.png?resize=1200%2C675&ssl=1
An example of an aliased image against one that has been anti-aliased.

I wish I had known to do this sooner as some or my older assets now have quite bad aliasing on them. I am going to be revisiting my armchair model in particular as you can see below some of the finer details are quite pixelated.

You can see some aliasing occurring on the metallic parts of the chair model.

JEEVA, K. (2015), Anti-Aliasing Key Principle [Online Image]. Available at: https://i2.wp.com/techzei.com/wp-content/uploads/2014/10/Anti-Aliasing.png?resize=1200%2C675&ssl=1 [Accessed: 11/07/2018].

JEEVA, K. (2015) Gaming Graphics Terminology Explained! [Online] Available from: https://techzei.com/gaming-graphics-terminology-explained/ [Accessed: 11/07/2018].

THACKER, J. (2016) 10 Power Tips for Substance Painter and Substance Designer [Online] Available from: https://www.gnomon.edu/blog/10-power-tips-for-substance-painter-and-substance-designer [Accessed: 11/07/2018].

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