There's been a bit of talk about the texturing in 5.6 not behaving properly.
Whenever I use an image texture the quality looks like its compressed with artifacts present. It moves well with the object but its quality is terrible. It gets worse the smaller it is.
Check out the comparisons between this same image in 5.5 and then in 5.6
Does anyone have any quick fixes? Am I doing something wrong or...?
Jagged Image Texture in 5.6
Moderators: Víctor Paredes, Belgarath, slowtiger
Use an image layer and masking instead.
On the left, I recreated your tie, using image texture. Same jaggies.
On the right, I exported the fill without the texture and outline to a PNG image, and filled it with your pattern in an image editor. Next I imported it as an image layer into AS, and sandwiched it between a layer on top with the outline (and no fill), and a lower underneath as a mask (add to mask, but keep invisible). I turned on mask hiding in the bone layer.
Here is the zip archive of the project: fancy_tie.zip (369 KB).
Note, that I didn't take the time to properly pattern fill the tie in my image editor (Gimp). I gladly leave that up to you.
On the left, I recreated your tie, using image texture. Same jaggies.
On the right, I exported the fill without the texture and outline to a PNG image, and filled it with your pattern in an image editor. Next I imported it as an image layer into AS, and sandwiched it between a layer on top with the outline (and no fill), and a lower underneath as a mask (add to mask, but keep invisible). I turned on mask hiding in the bone layer.
Here is the zip archive of the project: fancy_tie.zip (369 KB).
Note, that I didn't take the time to properly pattern fill the tie in my image editor (Gimp). I gladly leave that up to you.
Hey Rasheed
Thanks very much for taking the time on this. Much appreciated!
It's a shame the software can't do it straight ahead in the way it seems to say it can. This is a bit of a work around which will take me longer to implement over the number of scenes its used in.
I hope the programmers can sort this out for future versions. Maybe we need to start a bug forum.
Cheers.
Thanks very much for taking the time on this. Much appreciated!
It's a shame the software can't do it straight ahead in the way it seems to say it can. This is a bit of a work around which will take me longer to implement over the number of scenes its used in.
I hope the programmers can sort this out for future versions. Maybe we need to start a bug forum.
Cheers.