So you mean that RC is doing a bad job at simplification (RC introduces a ramp (where I drew the red circle)), and the blurry textures are because of that?
If yes, is there no way to fix that in RC? I would like to stay in RC for the entire process if possible.
Here is a screenshot that shows the wall from the side. I don’t think the “ramp” is so much “angled” that it would explain the blurriness. What do you think? In fact, the geometry looks rather nice.
If you look at one of your comparisons, it’s exactly the areas that deviate greatly from the original where it gets blurry.
You can’t blame RC with such an extreme simplification. There are some tools that would do a slightly better job, but there is a limit. Why don’t you try 10k and see where that gets you?
your issue is probably caused by the large simplification of the model, as has already been said. Large simplification of the surface causes small, yet significant movements of the surface which leads to discrepancies between the textures. Based on our experience, we generally recommend to simplify models 10 times at most to preserve the detail which does not cause problems in the texture.
wit you saying that the original model was 33m, all is said!
Even your 10k model is at 1/3300 of the original size, way beyond anything that I’ve ever seen. Look at the edges of the wall or the cigarette stump for example.
As lubenko explained, 1/10 is a rough guideline for a mostly loss-free simplification.
I do much more than that (from a few hundred m to usually around 10m, but it highly depends on the object and the purpose for which the model is intended. For example if you take pictures at always the same distance of a very uniform but complex object (e.g. a plant), you will notice a strong simplification sooner than a relatively simple object (building exterior) where you also took images at very different distances. The reason is that in the latter, a lot of detail from the close-ups can fall to the wayside without influencing your intended level of detail.
I would love for the guys from Valve to create a course just on this issue. I would gladly pay for it!
I am running into a similar problem but slightly different, I create a low poly flat surface for simple surfaces in Modo but running into a different problem with it texturing looking odd and not lining up with the high poly mesh perfectly.
P.S. Gabe and friends if you are listening please put together a class on this