Grendel_Echo Posted June 12, 2021 Share Posted June 12, 2021 (edited) Why for 99,9% armors we have to see large pixel textures but probably only this one has them so clear and sharp. Picture taken on the boot because they usually are most blurred when it comes to clear textures. This one however has all incredibly clear textures. https://i.imgur.com/pR1jxiK.jpg Please work harder on texturing those 99,9% armors, especially Callous Conqueror’s Armor Set. Edited June 12, 2021 by Grendel_Echo Link to comment Share on other sites More sharing options...
SteveTheCynic Posted June 12, 2021 Share Posted June 12, 2021 Why for 99,9% armors we have to see large pixel textures but probably only this one has them so clear and sharp. Picture taken on the boot because they usually are most blurred when it comes to clear textures. This one however has all incredibly clear textures. https://i.imgur.com/pR1jxiK.jpg Probably because the "99.9%" (it isn't quite as much as all-but-one-in-a-thousand, but whatever) are really, really old. How does e.g. Resort Swimwear or the new Darth Malgus one look? (they are new, duh). Link to comment Share on other sites More sharing options...
xordevoreaux Posted June 12, 2021 Share Posted June 12, 2021 (edited) In a way, Steve is right to say because the other stuff is old. It's similar to something in The Sims, where clothing on the default model geometry can't look any better at 4096x4096 resolution than it does at 2048x2048. Game just doesn't render it any better. Clothing with a different geometry than the default model, something that might include puffed-out sleeves, pockets that aren't painted on, collars, etc., the higher resolution works. The difference in the Sims is that most of the base-game clothing is just flat color, no stitching, no extras, so you don't need anything hi-res for that. That screen cap you gave of that boot is definitely higher-than-normal quality for SWTOR, and you're right, wouldn't it be nice if everything was like that. One way Bioware could improve resolution without changing geometry (which would invite clipping on certain items) would be change the mapping of the image, so instead of having one giant bitmap wrapped around the entire geometry, smaller bitmaps, each of a higher resolution, would be wrapped around portions of the geometry. For example, the sleeves of a jedi's robe could be one bitmap used for both sleeves, the front another bitmap, and the back another. More work for the artists, but that would preserve existing geometry and improve overall appearance. Edited June 12, 2021 by xordevoreaux Link to comment Share on other sites More sharing options...
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