Hand painted background?

Hi,

I would like to get a result like the pictures below : hand painted background.

My setup in the 3d view would look a bit like that :


( seen on the Unity website )

I want my character to be able to walk in front or behind some mapped planes.
(So, background scenes are not necessary the best solution).

Problem
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I can’t get a nice result because my textures (4000x1500) are blurred.
The quality of my textures are far better when viewed with the OS viewer than in the game engine.

Questions
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When applied to an object, my textures are resized (maybe that’s why it’s blurred).

  1. Wich parameter can I change to be sure that my textures are displayed at their original size, eventually locked on the higher left corner of the textured plane, so that I would have to size my object up/down to display it fully?

  2. How can I disable - for that texture only - the effect of camera and distance?
    I want my textures to be the same as my original drawings.

Notes
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  • I’ve already tried to tweak the Interpol, Mipmap settings…
  • I can’t use an orthographic camera
  • I don’t want to deactivate mipmaps (System & OpenGL)

I’m still a beginner when it comes to texturing.


I just want my painted background to look the best possible.

How would you solve that issue?
Do you have other suggestions?


Some references
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http://www.crunkgames.com/reviews/psp/bokup/media/boku05.jpg

http://img.over-blog.com/425x220/3/10/89/11//boku3.jpg

http://www.gameblog.fr/images/blog/RaHaN/Divers%20pour%20News/MySummerHoliday3_PS3_Editeur_005_SM.jpg

http://coverlibrary.free.fr/fr4nz.be/boku_atari.JPG

Thank you!

OpenGL (and thus Blender) works best when textures dimensions are a power of 2. 2048x2048, 4096x4096, 8192x1024 all works.

Most high end video card limit the texture resolution to 8192x8192, and mid-range laptop graphics card probably can’t even do 4096x4096x32bit properly without texture compression. (a single texture would be 63MB), so keep that in mind when you are making your background. If you really need a high resolution BG, try to split it into tiles.

But frankly, from screenshot you posted, i think you can probably downsize your image to 2048x1024 without much loss in quality.

Why are your textures 4000x1500?.

Oh…I was about to suggest deactivating mipmaps…haha…anyway, Try to resize your textures like mpan3 says…

Hahaha…The one of the character’s shirts says Atasii! LOL

Seeing all these nice drawings makes me depressed…(I can’t draw anything this good…A 6th grader would probably kick my ass in the drawing department)

Oh, and have you selected the UV in the map input panel? (buttons window)

if you turn off mip-mapping it will render the textures without bluring… the only way to stop it. Now if you could set the texture filtering per material… it would be awesome… but there is no way of doing that for now without a custom GLSL shader.

Yep! I don’t like mipmaps sometimes… If you want to keep mipmaps on (blurred pixels) is better to avoid low camera angles relative to the textured surface

It’s like Mpan3 said, you got to work with textures that are a power of 2, but that doesn’t mean that they got to be square, for example a 32x64 or 2048x256 would also work.

You should also consider using images with indexed colors, they will work faster at least.

Putting planes too far away is a problem withou an obvious solution, the best thing you could do is putting all the images as near as posible to the camera.

If that can’t be posible, the last resort would be using a background scene with a camera oriented the same way, since the background scene is ALWAYS behind anything on the main scene you can put the texture planes as near the camera as you want.

Yeah!

I didn’t check it but i think if you use an ortho camera or an 90 degrees camera it should help… Does true Ortho cameras already work for the engine? I forget about that :o (<<<Sorry about the off topic here guys…)

Hi,

Thank you all for your help.

mpan3, Cloud_GL

OpenGL (and thus Blender) works best when textures dimensions are a power of 2. 2048x2048, 4096x4096, 8192x1024 all works.
I will remember, I didn’t know about it.

jinthan

Oh, and have you selected the UV in the map input panel?
Yes, this is ok.

kirado

but there is no way of doing that for now without a custom GLSL shader.
…mmm… interesting

Thorgal

If you want to keep mipmaps on (blurred pixels) is better to avoid low camera angles relative to the textured surface
I had noticed that. In my example, the textured surface is facing the camera.

I didn’t check it but i think if you use an ortho camera or an 90 degrees camera it should help
In my notes I said that I can’t use orthographic cameras :slight_smile: but the textured plane is facing the camera.

Cloud_GL

the last resort would be using a background scene with a camera oriented the same way, since the background scene is ALWAYS behind anything on the main scene you can put the texture planes as near the camera as you want.
I’m already using bg scenes for a parallax scrolling, but in some cases this is not possible :
I want my character to be able to walk in front or behind some mapped planes.

Thanks for the suggestions, I think I have all the advices to make it work the best way possible.
If you come up with something else, please let me know :slight_smile:

Ops sorry! :o

But…
Are you sure about that? Because you can have a distorted background (to simulate/fake another camera lens).

Can you explain it better? I think didn’t get it… :?

Don’t forget to check this 2D example, sorry i don’t remember the autor… (Chaser? Blendenzo?, No clues inside the texts…Dammit!)

The Monkey Island Demo used that technik. It looked quite good.

That’s true! The Monkey Island demo was made by Sago or Blengine i guess…