How big should the textures be?

Hi everyone! I'm making an armor. I used a 4096x4096px texture to have a good quality. However, I have noticed that with such a large image, most of the texture will be hidden, so a much smaller image would suffice.
So what is the maximum size of an image that could completely cover genesis 8 male?
Or maybe there is a way to use a 4k image so that all of it is used and not just a part?
Thank you.

Comments

  • crosswindcrosswind Posts: 6,926

    4K resolution is typical as long as you have sufficient RAM and VRAM.. normally. But what dose it mean.. 'most of the texture will be hidden' ? Any screenshot?

  • iacoposk8iacoposk8 Posts: 76

    This is a 4096 x 4096 texture with a 2024 x 2024 white square but when I apply it to a shirt, I see almost only the white part.
    So I thought maybe it would be better to use 2024 x 2024 (seamless) texture.
    The problem with small and repeated textures I think is the lack of realism as the eye perceives a certain repetitiveness.
    But in this case, only one tile and a little more would be applied to the front, so I don't think the eye would perceive a "tile effect".
    Does my reasoning make sense? or would a 4k texture be preferable? and why since a large part would be hidden (the black part is the part that will be barely visible)
    Thanks

    Senzanome2.png
    4096 x 4096 - 53K
    DAZStudio_K6M5dhsJPx.png
    1920 x 1080 - 604K
  • GordigGordig Posts: 10,049
    edited June 2023

    iacoposk8 said:

    Hi everyone! I'm making an armor. I used a 4096x4096px texture to have a good quality. However, I have noticed that with such a large image, most of the texture will be hidden, so a much smaller image would suffice.
    So what is the maximum size of an image that could completely cover genesis 8 male?
    Or maybe there is a way to use a 4k image so that all of it is used and not just a part?
    Thank you.

    It sounds to me like you're talking about surface selections more than texture resolution. Many products, especially environments, combine multiple surfaces into a single texture, so that any given surface might be referencing only a small portion of the texture. The alternative is to make each distinct surface its own texture. The tradeoff with the latter approach is that you have more total maps, so even if the individual maps are smaller, you'll end up using more memory, and it's also just more maps to keep track of. The latter approach also allows you to put more detail into smaller surfaces while keeping those individual textures smaller.

    edit: OK, your screenshot clarifies what you're asking. Honestly, there's almost no reason to even use a texture map for that unless you're doing patterns; if the topology is correct, you should be able to make the black parts separate surfaces, and just apply a flat color to them. That doesn't solve the issue of bump/normal maps necessarily, though.

    Post edited by Gordig on
  • If you are making it to sell people expect 4096 textures on human figures, you might get away with smaller on a garment but I think most people prefer everything gigantic these days. I used to try and make my tiling texture packs small to save people resources but in the end I ended up making them 4096 due to feedback.

    If you are making it for yourself then no you won't see a tiling repeat unless your fabric tile is not seamless.

  • PerttiAPerttiA Posts: 10,024

    Instead of pixel size of the texture images, I think the OP is talking about how the surfaces are arranged in the UV space.

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