ShadowTail wrote:
The used texture depends on the quality of your images.
After texturing you can check the texture quality by selecting the model.
If the texture quality is at or near 100% and it does not fully use the available texture space then there is no point in havig such a large texture. Make it smaller. RC is giving you all it can.
If your texture quality is way below 100% then you may have to redo the unwrap and make sure to check the optimal texel size.
Set texturing style to fixed texel size and use that value.
That will make it use pretty much the whole available texture area.
I try to make 3d scan from DSLR rig and get same problems. So it is not because of quality of images.
Seems like the size of objects is same no matter what size of texture. That is why when I choose 2048x2048 UV Unwarp I get 100% filing in, and if I choose 4096x4096 Iget free space on texture file and half filing in.
Sure I have found good texel parameters for 8192x8192 resolution manually, after 32 runs… But it breaks UV Mesh too many times, whole texture consist of little pieces.
And as a result it require more that 16gb of ram to build a texture after such UV Unwarp. Otherwise RC is crushing.