Author Topic: Low res help Maybe UV problem?!!?!?  (Read 5548 times)

Hi, i'm still very new to this software having done only a few textures but there's this recurring problem i have where 2k textures look ridiculously low res. I'm trying to texture my friends train for him and he wants it at 4k which i cant work at as it crashes substance painter every time but certain parts look FAR lower res than others, especially the stairs pictured here.
Am i doing something wrong or what? Any help would be appreciated thank you!

Can you share some pictures of the UV map?
If the stairs only equate to a dozen pixels, that might be a big factor.
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Yes, my friend made it.

Anyone??

Get your mate to layout the uvs properly - that's terrible, you'll never get it to look good  :-\

In Painter, press "F1" so you see the 3D and the 2D views at the same time.

Paint the stairs a bright red.
I think you'll find it paints a very small portion of the 2D view.
Even at 2K you're probably painting very few pixels.

That's what I was trying to say in my first response.
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The UV's need sorting out, the texel density seems different all over which is why the resolution is different on parts of the mesh, your friend needs to go back over the UVs and make sure they are the same (or similar) density all over. Meaning that if he applies a black checker texture all over the mesh then the squares are of equal size. Although its a 2k texture dont presume that whatever your texturing is going to be your idea of a 2K resolution regardless, its all based off of the UV's, if the UV on a part of the mesh is super small on a huge mesh then even 2k will look bad. On the other hand if you have a small mesh like a cup and the UV's are super big then 512 may look like a 4k texture on another mesh. I hope that makes sense :)

Yeah, I'm with aten and Adam on this one. Those uvs need a proper unwrap. It looks like the mesh just had an auto unwrap applied, which resulted in way too many uv shells and a lot of wasted uv space. Unwrapping may not be the most entertaining thing to do, but a proper unwrap will make the texturing process much easier. Your friend needs to go back and create a uv layout that you can actually work with.