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!
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.
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.
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.