I have put a texture on an obj imported prop in DS, however the texture is stretched and therefore pixelly (is that even a word?). Does this mean I need to make the jpeg texture bigger? If so is that something I'd somehow do in DS or a graphics program?
How big was the image? As Jimmy says, the UVs do need to be sensible - and generally the image needs to be arranged to match the UV layout, unless the maker has been able to do an unusually good jonb of the mapping.
The texture is 256 by 256 (I assume that pixels?).Here is a picture of the deck after I uv mapped it using a script in Daz and applied the texture. I've found by accidently messing with the horizontal and vertical tile bars I can get it looking well enough for my purposes, although it's still a bit pixelly.
A texture size of 256 x 256 is tiny by todays standards, and it would need to be tiled quite a bit. Most textures nowadays are at least 1024, and a lot of them are much larger than that (2048 or 4096)
For what you are doing, I think a shader would work much better, there are wood shaders available here, and probably on ShareCG as well which would do the job.
The texture is 256 by 256 (I assume that pixels?).Here is a picture of the deck after I uv mapped it using a script in Daz and applied the texture. I've found by accidently messing with the horizontal and vertical tile bars I can get it looking well enough for my purposes, although it's still a bit pixelly.
What script is that? Do you have a link? I never knew we could uvunwrap in DS
The texture is 256 by 256 (I assume that pixels?).Here is a picture of the deck after I uv mapped it using a script in Daz and applied the texture. I've found by accidently messing with the horizontal and vertical tile bars I can get it looking well enough for my purposes, although it's still a bit pixelly.
What script is that? Do you have a link? I never knew we could uvunwrap in DS
To get any type of a detailed image you have to use at min 2048. As already mentioned if the UVmap is good then you will need to tile it quite a bit smaller. Can you show an image of the UV map?
The texture is 256 by 256 (I assume that pixels?).Here is a picture of the deck after I uv mapped it using a script in Daz and applied the texture. I've found by accidently messing with the horizontal and vertical tile bars I can get it looking well enough for my purposes, although it's still a bit pixelly.
What script is that? Do you have a link? I never knew we could uvunwrap in DS
Thanks. Box projection isn't the best IMHO. I use Blender to UVunwrap which does a better job, again in my opinion.
There's plenty of empirical evidence to support the claims, Pete...so, no it isn't just your opinion. Box sucks...and Blender (or anything else that has even basic UV tools) will do a better job than box. About the only thing box is good for is mapping...a box (single brick, block of wood or something similarly cubic in shape)...and a ship is most definitely NOT cubic.
And if that's the ship I'm thinking it is, there is no simple way to map it...it really needs to be done in either a dedicated UV unwrapping program or something like Blender that has pretty advanced UV tools.
I have no other 3d related software other than DS, so I use what I can get. The way I've done it isn't perfect, but I'm not going for photo realistic, doing comic strips like that would take far too long and my computer would probably commit suicide. As long as I can get some sort of texture onto things, it'll do. Here's an example, as you can see it's very simplistic, which is all I need for a (silly) brief comic strip of about six panels:
If you don't want to UV map it properly then you would better of using procedural shaders, of course they would require that there are enough material zones.
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It sounds more like a UV Mapping issue to me. What size is the texture, and can you post a screenshot?
How big was the image? As Jimmy says, the UVs do need to be sensible - and generally the image needs to be arranged to match the UV layout, unless the maker has been able to do an unusually good jonb of the mapping.
The texture is 256 by 256 (I assume that pixels?).Here is a picture of the deck after I uv mapped it using a script in Daz and applied the texture. I've found by accidently messing with the horizontal and vertical tile bars I can get it looking well enough for my purposes, although it's still a bit pixelly.
A texture size of 256 x 256 is tiny by todays standards, and it would need to be tiled quite a bit. Most textures nowadays are at least 1024, and a lot of them are much larger than that (2048 or 4096)
For what you are doing, I think a shader would work much better, there are wood shaders available here, and probably on ShareCG as well which would do the job.
What script is that? Do you have a link? I never knew we could uvunwrap in DS
The script I used was: https://sites.google.com/site/mcasualsdazscripts3/mcjboxuv There are a couple of others related to UV stuff, I haven't tried those yet. So many, many scripts on this site!
That is just box projection mapping, it only works well on very simple shapes.
To get any type of a detailed image you have to use at min 2048. As already mentioned if the UVmap is good then you will need to tile it quite a bit smaller. Can you show an image of the UV map?
Thanks. Box projection isn't the best IMHO. I use Blender to UVunwrap which does a better job, again in my opinion.
There's plenty of empirical evidence to support the claims, Pete...so, no it isn't just your opinion. Box sucks...and Blender (or anything else that has even basic UV tools) will do a better job than box. About the only thing box is good for is mapping...a box (single brick, block of wood or something similarly cubic in shape)...and a ship is most definitely NOT cubic.
And if that's the ship I'm thinking it is, there is no simple way to map it...it really needs to be done in either a dedicated UV unwrapping program or something like Blender that has pretty advanced UV tools.
I have no other 3d related software other than DS, so I use what I can get. The way I've done it isn't perfect, but I'm not going for photo realistic, doing comic strips like that would take far too long and my computer would probably commit suicide. As long as I can get some sort of texture onto things, it'll do. Here's an example, as you can see it's very simplistic, which is all I need for a (silly) brief comic strip of about six panels:
If you don't want to UV map it properly then you would better of using procedural shaders, of course they would require that there are enough material zones.