Forced Mipmap level on character texture
by Will Ehrendreich · in Torque Game Engine · 12/02/2007 (6:37 pm) · 0 replies
Hi,
my Name is Will and I'm doing a class project where i created a character, and i used Zbrush for the texturing process. I decided to use its automatic uv uwrapping to save time.
well ive run into an issue. when the character shows up in showtool, the engine is reducing the original size of the texture on the character (which is 2048) down as it moves away from the camera. normally this is fine, because people have painted well over the lines of the unwrap to combat this exact problem. but when your texture makes absolutely no sense to the human eye, which is what happens when you use the automatic unwrap, you cant go in and paint over thousands of different ploys. so im stuck. i dont have the time to reunwrap and retexture, so im wondering if there is a way to get Torque to only use a single texture LOD no matter the distance away from the camera.
thank you all for your help.
The Dreadlocked Wonder.
my Name is Will and I'm doing a class project where i created a character, and i used Zbrush for the texturing process. I decided to use its automatic uv uwrapping to save time.
well ive run into an issue. when the character shows up in showtool, the engine is reducing the original size of the texture on the character (which is 2048) down as it moves away from the camera. normally this is fine, because people have painted well over the lines of the unwrap to combat this exact problem. but when your texture makes absolutely no sense to the human eye, which is what happens when you use the automatic unwrap, you cant go in and paint over thousands of different ploys. so im stuck. i dont have the time to reunwrap and retexture, so im wondering if there is a way to get Torque to only use a single texture LOD no matter the distance away from the camera.
thank you all for your help.
The Dreadlocked Wonder.
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