
Preview tga files in Windows 10? - polycount
No TGA thumbnails :- (I have always used PS or memorise the file name before importing or using in 3d ...
File types and Normal Maps — polycount
2. I mentioned that the .png's seem to be of higher quality in my first question. When I render out a .tga file (I render in Max's renderer), the normal map appears all grainy (if I use xNormal the graininess is replaced by strange gradients). With .png's I don't get this problem. I assume it's to do with how the file types are compressed or ...
Photoshop PSD to TGA file — polycount
i couldn't find anything in the help files... though it was just a glance, nothing showed in a few searches. there is an "as a copy" option in the save prompt, but it grays out when changing your format to tga. from what i can tell it's caused by the layer info, because when i flatten all my layers into one, and then save, it won't force the copy naming "feature". so a quick and dirty fix ...
PNG Vs. TGA question in Substance - polycount
Hello. Here's something I've been trying to figure out a workaround for. I'm outputting my textures from Substance Painter, and I've noticed that a PNG exports as 16 bit, but a TGA exports as 8 bit. I prefer using TGA in Unreal 4, but the TGA export from Substance Painter looks oversaturated and muddy in Unreal 4.
What is the best file format to export texture maps?
afaik compression on PNG isn't modifying the pixel data to reduce the file size, it's compression like zip compression. You don't lose quality, you lose time/cpu because from unpacking the compression. at the least you can set it to lossless just like tga, but with better files sizes but crap photoshop reading of alpha channels.
TGA - polycount
2017年7月9日 · TGA is a common bitmap format used in game development. For more information see the Wikipedia page Truevision TGA. This format is an intermediary format for use outside a game engine, it is not an in-game format. Exporting out of Photoshop. TGA images can be exported out of Photoshop in a few different ways. 16 bits per pixel
PNG or TGA ? I dont get it - polycount
TGA has RGBA channels. PNG has RGBA but the alpha channel is either stored as a separate channel (like TGA) or as a transparency amount. Some PNG compressions try to lower the file size by filling areas which are black in the alpha channel with block colour. So if this method is used, the colour data in the RGB channels is lost.
File formats for textures - polycount
Tga works I suppose but the 8bit limit, lack of general compatibility and the fact that it uses a lossy compression method mean that it is inferior to PNG in every way. as gnoop says deep exr is the logical place to go - it was designed for use in vfx pipelines where there was a need to package up multiple images per frame for compositing (exactly was we need for shaders).
Substance Painter 2018.2.1 - .tga normal map export artifacts
2018年2月1日 · Note: I have tried with the "Compute tangent space per fragment" enabled and disabled with the same results. 8bit .tga file exported from Substance Painter / 16bit .png exported from Substance Painter Export options window - 8 bit .tga Any help is much appreciated.
What texture file format do you use for game engines?
Does anyone know what file format is best for game engines preferably Unreal engine 4 with the best resolution and manageable file size? I am guessing .tiff or psd files will be too large. Probably have a master psd file and export textures as .jpeg or pngs as saving from the master psd file over the png each time will avoid compression.