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Using Texture Maps
Supported Image Formats

When creating texture images for a Blaze 3D model, ensure that:

  • these texture images are saved as a .bmp, .tif or .jpg
  • are in RGB mode
  • if using .jpg images, these are saved as baseline standard, i.e. not progressive

If you are using more than one image on a material surface you must ensure that both have the same resolution.  For example, if you are using a texture page of 1024x1024 and want to add bump mapping, you must create a bump map image of 1024x1024. 


Texture Map Creation

When creating textures for your model avoid having areas of unused space. Unused space add to the file size and won’t improve the look or speed of the model.  If the unused space is unavoidable then colour it all one flat colour so that it can be compressed as efficiently as possible.


Relative Texture Map Sizing

When using textures on a model it is important to consider the resolution of the images.  Although the model might look fine when you view it at full resolution, when you come to compress it you may find that some areas require more resolution to look good.

The cause of this is often that the resolution between images differs greatly so you find you have to compress to the smallest image to ensure the visual quality of that area is high enough but that often leads to wasted resolution on the rest of the model.

It is good practise to make sure all of your textures are relatively the same resolution.  i.e. at 100% zoom, the scale of the features in the texture should appear the same size.

You can go one step further with this type of optimisation and place any low detail areas on one map, and all graphics and icons on another.  This will allow you to have the low detail map at a relatively lower resolution than the text, thus saving file size while ensuring the detail on the model is not lost.
 
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