View Full Version : Texture size on 3D models

Ars Robota
10-28-2006, 04:50 AM
HI folks, a simple question that's torturing me for many weeks: when you apply a matte on a 3D model as a texture, how do you determine the size of your matte? do you use the 3D model size or something else?

Thank your for your precious help and don't stop painting!


10-28-2006, 08:31 AM
I'm not certain about the info your question is really pertaining to but here's what I gather.

3d modeling, in regards to size, is really irrelevant to pixel size of a bitmap. It's only relevant once it's rendered. So if you create a 500x500 pixel texture that is meant to go on a model that is then rendered out at 2000x1000 (at the same dpi) and the model takes up the majority of the render, then I'd say it's probably going to look like garbage. Then again, if you have it tiled, that changes the situation.

Hopefully that's the answer you were looking for?

10-28-2006, 10:34 AM
You can use the unwrap uv modifier to solve all your problems, the 3d application will generate the sized image for you paint, see my dirible textured 3d mesh in "Paris" post.


10-28-2006, 01:17 PM
Your texture's resolution should be at least what the final output render res of that texture will be. For instance, a wall that fills half the render. If your rendering at 1024 pixels and half of it is filled with the wall, The wall's texture will need to be at least 512 pixels to maintain its resolution.

Ars Robota
10-28-2006, 03:18 PM
Thanx everybody, Max understood what I meant. I work with Cinema 4D and I'm going to watch the unwrap function in it. Anyway if anybody got any trick to improve this function, it would be nice!

Thanx for your help
Best regards,


10-28-2006, 06:01 PM
I use Cinema 4d as well and unwrapping UV's for texturing is a little cumbersome. Here's a few apps to keep in mind if you don't just use Bodypaint:

UV2BMP - http://www.r-j.de/c4d/beta.htm
Unwrap 3D - http://www.unwrap3d.com/

good luck

Ars Robota
10-29-2006, 02:49 AM
Thanx dentsinger, you've guessed what I wanted! But UV2 BMP seems not to work...

10-29-2006, 06:17 AM
This is definitely an area I've struggled with so I just worry about creating materials and textures for the materials and then just painting in photoshop over the abnormalities. I've looked into it before, but it was such a pain, I lost interest. I'll dig further again since I'd really like to be able to texture the UV maps directly.

10-29-2006, 08:08 AM
Here ya go, this helped me:


10-29-2006, 09:50 AM
One of main things in 2,5D; 2,75D; 3D (:D) matte paintings is CAMERA MAPPING......

This is what you need:

You don't need any unwraping. It just projects any image on the geometry...

Hope it helps

10-29-2006, 10:23 AM
Camera Mapping is certainly a useful option. In regards to modeling for your scene and in addition to using camera mapping in your scene, it's good to create textures specific to objects in your scene. Objects such as vehicles, aircraft and other moving objects that may show more than one side need properly fitted textures.

Ars Robota
10-30-2006, 02:46 AM
OK dentsinger, so I need Bodypaint... yep... This little article/ tutorial is pretty useful, thanx again.
Indeed, I could use camera mapping but it would be more complicated than it's needed: I just want to find the good size to create my texture comps! Moreover there is no cam movement in my scene, it's totally still.

Thanx everybody, and feel free if you have any advice!

Best regards,

02-26-2007, 08:41 AM
if you're a Cinema user ;

right click on the object in the bject manager; then choose fit to object
Cinema will do the work for you.

02-26-2007, 09:14 AM
no cam movement in my scene, it's totally still.

Why not just paint it in Photoshop?

02-26-2007, 12:23 PM

A good rule of thumb is to paint twice as big as your final output.
so for a theatrical render, 1920 x 1080, around 4K should do it. I also try to keep it the exact power of two for better sampling. So in this case,
3840 x 2160 but the bigger the better. I've done up to 7k... For bigger I have to split my PSD file into multiple doc. :(

And for characters or UV mapped models, 4~5K is pretty good. It might jam your render farm but if you have a render engine that allows tiles, (RenderMan*) you should be fine even with 8K.

But maybe I didn't get your question. Anyways, you guys let me know...


08-24-2007, 03:01 AM
The height and width of the final render in pixels is your textures minimum resolution otherwise it will interpolate and loose focus.