kikiki

PapabravioPapabravio Posts: 6

Thx

 

Post edited by Papabravio on

Comments

  • nicsttnicstt Posts: 11,715

    select the object you want to scale; in the parameters tab, near the top is a scale option: use that.

     

  • Richard HaseltineRichard Haseltine Posts: 102,718

    In the Surfaces pane you can scale down the minimum/maximum values - there isn't a built in way to automate this, though it would be fairly simple to script.

  • PapabravioPapabravio Posts: 6
    edited March 2023

    Thx

    Post edited by Papabravio on
  • SixDsSixDs Posts: 2,384

    Perhaps I am missing something, but I do not understand exactly what it is that you are trying to achieve by reducing the scale of your figures so drastically, while at the same time wanting to preserve the resolution of the texture maps at the reduced scale. What are you attempting to do with these tiny figures, if you don't mind my asking?

  • Saxa -- SDSaxa -- SD Posts: 872
    edited June 2019

    This also ruins hair in some models based on my experience, like you'd see a lot of artifacts around their forehead and scalp.

    Even changing poses on an unscaled figure can cause that issue.  Only fix for that is retweak the hair after scale and pose. 

    Normal maps and bump maps will lose information as you scale down the textures.  The scaling agorithms are always a matter of trade-offs.  Especially maps with delicate detail which figure maps have alot of.  Not sure that route makes sense to me, cos the UV's should be scaling just fine with the mesh, well unless your dealing with small textures to begin with like 512k or so.  But the fine details should be harder to see as you scale smaller.  If you're scaling that much as you seem to imply, maybe instead you should consider upscaling your environments and figures you don't want small?

    Post edited by Saxa -- SD on
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