I’m going to ask a probably newbie question. I just don’t know the answer, and it makes me wanna like, rapidly hit myself in the head with my tablet pen.
Why is it that Blender textures end up so…blurry? No matter how I try mapping things, or using different file types…well, what am I particularly missing???
Why doesn’t anything ever come up crisp unless I throw on some sort of height map/normal map, but that’s if it feels like being nice to me.
So, really…how can I make things…well, not so blurry, eh?
Make sure your image resolution is as high - based on how much will fill the screen - so that it is at least as high as the resolution for your rendered image.
Also show us a picture at least so we can help better and +1 on the .blend file suggestion.
Well, it’s with multiple files, sooooooooooooooooooooooo. Yea. It’s not just one specific thing. But let me ramble through my crud and find one. I mean, I’ve never ever had a sharp image.
I think Richard’s point is that you don’t want to be enlarging the image for anything. So it depends on the destination – for instance, if you were going to upload a video on Vimeo, you’d want it to be 1280 pixels wide by 720 high. If it were a desktop background you’d want it the resolution of the monitor it were going on, etc… (pretty obvious, actually – I imagine the issues you’re running into are due to something else).
Actuary there are gazillion settings you can adjust for rendering to get it just the way you want. Play around with render panel some more besides pulling your hairs out.
Do you mean in the GE or in a render?
If you mean GE:
make sure your textures are appropriate resolution for the object you are using them on. A small box prop might be ok with a 256px sq texture, but on a house, it would read as blurry, because when you are close to the house in the game, the 256 px texture more than fills the monitor- that’s like zooming in to 300%.
You may be responding to mip mapping - which is essentially lower rez textures the further away from the object you are. You can turn it off somewhere, but it will reduce your FPS.
If you mean in render:
Same as above
Check your anti alias settings. There is a big difference between 5 & 16 levels, and Gaussian is blurrier than Mitchell. I use a setting of 5 and Mitchell.
How big should textures be? In a game, as I said above, it depends on many things - object size, and how graphic intensive you want your game to be are the 2 big ones. Use powers of 2 - 256, 512, 1024, and maybe 100 dpi is fine, though 72 dpi is what you’ll find online for the most part, which is fine. In a render, bigger is better. I use 2048 px at 300 dpi for most things.
The big thing I forgot to mention is file format. I suspect you are using blurry, low rez, web use jpg’s from the internet. Jpg is a lossy format, and was not designed to be used on 3d objects. The saving algorithm figures out what detail it can remove from the image without being that noticeable (until you start getting into really low save settings). That works fine on 2d, but on 3d, it’s a different matter. Also, some jpgs are saved over and over creating a useless super low quality disaster.
Find high resolutin, crisp, in focus images and use a lossless format like png or tga. I prefer .dds for games.