There's also a reason for some old gear, Especially one that came from 1.0 are having noticeable jagged edge of huge pixel. I "think" because the conversion from the way 1.0 handle dying were different from how 2.0 does that (I may be wrong). But in the extreme end, 1.0 gear has a bad way to have variation of gear on the same model by having it in different material. Not 3D rendering material but like there are hempen, cotton etc. They all have different kind of textile texture. Those variation all required a new "set" of texture. While those detail can not be handle by that low density of pixel, And the variation seems to be unnoticeable. Newer gear released after 2.0, Especially 2.1 and forth, Would just have one kind of model and texture and then use color set feature (that let us dye the gear) to make variation much more visible. That feature can handle changing of material, Like being cloth or metallic or even glow with just one set of texture. Sounds obvious that 2.0 way to do this seems smarter. But it came with down side that also emphasize the low resolution to be clearly visible on old gear. Reason is the way they store the color set texture. In a way that I couldn't describe or it's obvious that I know too much, I can just confirm that they can't have any kind of filter that blend the material border together. It must be left as sharp nearest neighbor unfiltered of huge pixel on there edge. The newer gear could handle these better since they design with this restriction in mind. But the old gear were all clearly visible especially when there's some detail like gold lace on cloth, The seam between cloth and gold lace will be clearly pixelated sharp jagged edge. This problem can not be fix even with higher resolution texture. Smaller jagged edge still jagged edge. The new gear will hide this problem well without having any extra pixel, While old gear will still have the problem even with 4X texture.

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