Progress is being made. Thanks, Hairyspin for the last update. It did help. Right now my problem is the resolution. When I went back and looked at the blue/white initial Poly Map in Photoshop, I was somewhat shocked to see that Gmax had saved it at 7.62 pixels/inch, so that's the way it came into Photoshop. No wonder (thought I) that it was so heavily pixelated on the model when I built my texture. The (seemingly) obvious solution was 'more pixels/inch'. I re-saved at 300 dpi. Gmax couldn't load a file that big, (1.3 Gb) So I re-saved again at 120 dpi. This time it loaded just fine, but was just as pixelated. The 'dpi/quick fix' didn't work.
Here's Milt's previous advice:
So, to get high resolution, you must map so that the pixels per inch/foot/meter are sufficient to give the required resolution.
Divide your object length or width by the pixel width of your bmp to get the result.
For large exterior scenery objects, or close up detail like in cockpits, you need more pixels per unit to get that resolution.
For a 20 meter wide fence, for example, using a 1024 X 1024 bmp, you have only 51 pixels per meter to give detail (1.3 pixels per inch or 15.6 per foot).
My building (1 unit=1foot) is 40 ft. wide. I can't see the bitmap size without collapsing the Stack (can I do that at this point?) but it was somewhat on the order of 1080x1080. That gives me 27. Does that mean 27 pixels/foot? Looking at Milt's last statement, I'm assuming that the numbers given are examples that are too low. (?) What is an acceptable (threshold) number of pixels to achieve a reasonable resolution? If my numbers don't get me there, what do I adjust: the model or the bitmap?
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