Pixelated texture

hi guys,

does anyone know why maya renders my texture like this?
its shown in viewport as well as in render like this.

Thanks,
Hoss

So some quick trouble shooting question.
What File type is on the material?
What resolution is the texture file?
And on the material is it just the diffuse/color map or is there spec, bump, etc?

[QUOTE=DemiDusk;17861]So some quick trouble shooting question.
What File type is on the material?
What resolution is the texture file?
And on the material is it just the diffuse/color map or is there spec, bump, etc?[/QUOTE]

hi

file type is tiff. but i also tried jpeg.
its a 2k texture, i also tried 1k.
the shader just has a color texture on it. also i have tried different shaders; blinn, lamber, …

you have different colors on the two sides of the centerline - do you have a mirrored normal map?

Also: is this one of those separate-uv-per-quad Zbrush maps?

-So you could try a 512 or 256 texture map, sometimes video card can get wonky with Maya.

-If the normals are not the problem make sure you uv’s are in order. I once had the problem where
Maya was looking at the wrong uv’s sets for my mesh and it gave me a similar weird problem.

-If none of that works test a simple texture on like a ball or cube and see if it is just something up with that particulate texture or with Maya’s materials.

-If it is neither the uvs or file type it might just be something up with Maya’s high quality
viewer or maybe even your preferences. You can Always reset them and build them back up again.

-Also check your render settings and make sure nothing major is out of place.

I hope one of these helps you.

hi guys,

many thanks for the answers.
it had to do with uv vertices.

somehow when i transfered uvs, components got flkipped so the normlas went crazy!!

so the solution is to transfer uvs, not using component mode if the model is 100% the same.
i used topology and it worked.
i am not sure if its a bug or not??

cheeras,
Hoss

Component mode matches the indexs of components, so if the meshes are not absolutely identical the results are nearly random . Sometimes it works right except for a few bits and sometimes it’s completely messed up.

yeah.
but this time they were both 100% identical. so…