I love games with story, even though they can be somewhat stereotypical or melodramatic. Even a story done to death can be entertaining if done properly. So you can say I'm a big rpg (and more towards jprg) fan, but I enjoyed the writing of COD4 immensely. I like character interactions as well, well written characters can…
There basically is no padding, as the UV's are on the extreme edge of that colored pixel. Padding will help relieve and give a buffer so you don't get any bleed from any neighboring colored pixels (black in this case). Either add padding, or simply try just moving your vertices on your UV shell up a tiny bit as a "buffer".
Doesn't BPR still add that black pixel border for an unfathomable reason? if that's an issue because the height is supposed to tile you'll have to address that. You could GrabDoc an alpha (but imo the render is a far superior method if you can ignore the black pixel border because the anti aliasing is great and they use a…
i dont model from concept art a lot but the times i have, i realized half the time the lighting doesn't even make sense. So you have to go with your own intuition to, not just try to match pixel for pixel. Go with what you think will look cool and capture the feel of the concept.
Turning something real like dust or dirt covered galvanized metall into a nightmare and requiring a lot smaller texel size/ bigger or more repetitive texture. Contrast roughness transitions make "halos" too altogether making material less pixel to pixel precise I wouldn't call such "cool programmers achievement" especially…
The result you have here looks pretty much perfect pixel perfect when scaled to 256x256, but in my opinion alot of the pixels are largely wasted at 512x512 or 1024x1024 in its current state. If these are the kinds of brushes and strokes you are comfortable working with i would suggest you work at four times your target…
It'd hard to judge, but it looks like your pixel density for the beige vase is unbalanced, granting far more pixels to the hole on top than the detail on the sides. Maybe consider mirroring two sides of the vase to allocate more space for the detail? I'm not sure. The texture space just seems kind of inefficient right now
@poopipe Since I haven't worked with LOD's yet, but will do in the future, texture Mip's will be needed. What is the problem with auto layouted maps in comparison to normal ones for MIP's? Shouldn't the only problem be to less pixel padding between texture Islands (which I took into consideration (2k Map = 16 Pixel Shell…
this is cool! I dont think it needs the blood, a blood mode is a cool idea. Perhaps you could add some bigger electronic vfx or sparks vfx on enemies when you hit them instead of blood? there seems to be small black pixels and white pixels popping off at the moment but they are pretty hard to see. Good luck!
you need to divide it by 5 :P another thing that might be good to do but not actually necessary with a blur that small is to use the actual size of a pixel to offset or you get a squashed blur and "halo"ing effects. just divide 1 by the horizontal and vertical screen resolution and multiply the result by however many…