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DDS texture format issue


FoxhoundCommander

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So lately I've been working on a reskin for an armor and I've come across an issue with the textures, it keeps losing quality regardless of how I save it, mind you it's not overly noticable but it's definitely there and it's a bit annoying.

 

http://i.imgur.com/rQOtuIG.png

 

Tested formats:

DXT1 No Alpha

DXT3 Explicit Alpha

DXT5 Interpolated Alpha

DXT5 Using DXT5

 

All of these have given me the above result, over and over and I'm starting to wonder if this is a Photoshop issue or if I haven't set something correctly, I have switched between Fastest Compression and Highest Compression in several of these and it didn't change the result, the only format so far that seems to not affect compression is 8.8.8.8 ARGB 32bpp Unsigned, which would be fine if it didn't cause the file to increase upto over 5mb from 1.3mb, and I'd rather not have to make people use 5mb textures for things that are really no higher quality than default.

 

So what am I missing here, is this a known issue people just ignore or is there a better way of saving textures properly or what?

I cannot stand the thought of textures losing quality or their files being way too big, if Bethesda can save DDS textures without quality loss, why can't we? I've searched and searched for information about the format in general with texture modding, but for whatever reason information is rather sketchy and unconfirmed at best, which is odd given the sheer number of mods, but anyway.

Edited by foxhound commander
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8888 argb unsigned is used for msn files I have been told.

 

Dxt5 is what I used for texture files since it gives better quality, anything lower than that will give you lower quality textures.

 

Maybe I just have bad eyes, but I cant tell the difference in your before and after. O.o

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Hey Foxhound,

 

That's generally what will happen when going from PSD to any file format. The biggest difference between DXT1-5 is the how the file handles the alpha channel. If you aren't using the alpha channel, there is no reason to use anything other than DXT1.

 

Here are some things you can try:

 

- I work at a higher resolution than what the final texture will be in-game. For example, I routinely work with a PSD at 2048 if the target texture size is 1024, etc.

- Before saving, add a Sharpen and/or Unsharp Mask filter

- Lower resolution to target resolution

- If needed, add another Sharpen and/or Unsharp Mask filter

- Save file as DDS/TGA/etc.

- Undo changes until you are back at your higher resolution.

- Rinse and repeat.

 

Also remember that once the asset is in-game, compression artifacts generally go unnoticed when specular, normal, and other maps are thrown through the shader pipeline. I see a million things wrong with my work but it generally is only noticed by the author. :)

 

Hope this helps!

 

Edit: I do notice a difference in contrast between the two images but I would say it's well-within acceptable bounds for compression. Try the filters that I mentioned to exaggerate the contrast in the PSD and let the compression knock it back down.

Edited by Twizzler77
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Ahhh I hadn't thought of that with PSD being an issue, I'll try some tricks and see how it goes, it could just be a case of needing to save it in a naturally lower sized format first so that the jump across formats doesn't cause DDS to flip out and ruin it, and yeah the difference isn't that noticible unless you're prone to looking for details, which when you are, has it's downsides when you get a bit OCD about things being correct.

 

Also in my experience I've noticed that the random patches of discoloration and loss of quality tend to show through shaders like small damp patches in clothing.

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