hi all, i'm newbie in Maya, i'm using Maya 7.0 unlimited Mac version i learn modelling with NURBs from book "Mastering Maya 7" and when i open the file given from the cd.. the image texture at plain polygon at an angle abit to right side - the image file in Tiff with 1097 x 742px resolution
i tried to fix it from attribute editor place2dtexture but it's not work
then i tried to put other tiff images replace with resolution 792 x 612px and everything all right. but unluckily there is not the images that needed in this tutorials..
-then i tried to cut that images to more smaller resolution but it still not work..
so is it any preference of changing the limit of images resolution, or anybody know how to fix this things up.. i'm kinda stressful in this.. please anyone help me... thanks for your kindness
Its a hardware issue. Not software. But just in cas etry conversing the tif ti a iff first.
but you'd think a person writing a book named "Mastering Maya 7" would be smart enough to use only images with a power of 2 sizes! (looks like the writer still has some mastering to do) so cropping the image to 1024 x 742 should be enough
hi joogaa...thanks alot it is work after i change the size of the image and together with the size of poly plane, but why the image a bit stretch, but when i use image plane to appear the image it is alright. so actually how is the best way of putting images like this to polygon plane?
i'm using computer with performance: - Mac OS X version 10.4.9 - processor 2 x 2.66 GHz Dual-core Intel Xeon - Memory 4 GB 667 MHz DDR2 FB-DIMM - Graphic card NVIDIA eForce 7300 GT
can you give me abit of the reason why it can happened? you said before is that hardware problem n what kind of problem is that, is it resolution size have a particular fix size in maya? thanks alot joojaa you really helpfull
Sounds like you've got a pretty ok system there, although I'm pretty anti-Mac either way. I have to teach this stuff on Macs and I absolutely hate them because I get so many problems that I just don't get on PC's. But then we're using the old PowerPC G5's and not the new Intel's yet.
I'm not entirely clear on what the problem is that you're having; having a bit of trouble understanding you actually, sorry.
In any case, I don't recommend using Tiff's as texture images in Maya simple because they're large file sizes. I would recommend converting them to a high quality JPEG, or if you need to have an alpha channel stored with them then I'd convert to an IFF.
As for image stretching, generally Maya prefers to work with square images (ie., 512x512 or 1024x1024, etc) and then place them as needed with the UV Texture Editor. If you absolutely have to use non-square images, then if the polygon plane that you're applying the image to is a different size proportion to the image itself (eg., applying a 640x480 (4:3) image to a 16x9 polygon plane), then of course you're going to get stretching as the image is going to have to stretch to match the size of the polygon plane.
Of course, I haven't read the Mastering Maya 7 book so I don't know what the tutorial is that you're working on, but I'd have to assume that the person writing the book would have to have enough intelligence to have supplied the correct sized images for the size object that you're applying it to.
Kevin Walton Raffles Design Institute, Auckland, NZ
thank you so much Kelvin Walton for your kindness to explain it quiet detail..
yup..its kind of troublesome, mac system cause so many problem, but i got no choice cos i'm only have this computer for doing my work
haha i feel sory too, cause my english also not that good..
after i do search at Maya help pages, there is render Resolution for maya, and i try to follow the size of it then, it is work.
even i already settle one the problem for putting image file to the polygon as reference. but its kinda hard to follow the tutorial, but nevermind i will try my best for learning it..
for this tutorials book, i think there is a little problem with the cd, cos some of the file need to use for some basic tutorials not provide inside, even from the tutorials call to open the particular files.
anyways, thank guys for all your help, i'm really appriciate that thanks again.. Kenny Lesmana
QUOTE(Kenny Lesma @ 04/10/07, 09:19 AM) [snapback]263818[/snapback] yup..its kind of troublesome, mac system cause so many problem, but i got no choice cos i'm only have this computer for doing my work
Well the reason it does not work right is that your gfx card is a gamer card and not a card for people who do work on the computer and the driver a is a bit picky.
Anyway thing is openGL wich is the language used to construct the images works on a assumption that textures are stored in a power of 2 fashion. So if a texture is 233 wide it will interpret the image as 234 wide and loose each last pixel of the next row upwards. Now on uv texture its quite easy to just shrink the uv section a bit and add a extr row to the image but for a overlay pane its not as easy. For one most consumer cards dont support overlay panes when they do they are buggy on purpose (yes thats right the card manufacturers do it on purpose). Thus the cpu draws it with a old system.
Now its relatively easy to tell artist to crop up images so the values are divisable by 2.
Each gfx card also has a cp on how big textures it can show.
As for JPEG.... sheesh thats totaly nuts, only thing you save is harddrive. The image is only comprssed while its in storage (unless its in dds format!!), this means that all the amount of saving you get by the JPEG is negated the second you load it. so in the display card it still uses as much memory as the TIF,
Tif has a negative aspect wich is that its a compound format, so wehn ou say its a tof the underlying problem is that its any of 10 different image formats so unless you know wich you might be in trouble.