Photoshop doesn't know anything about normal maps. It treats them as regular images assuming the values are in srgb space by default. But it doesn't matter usually because color profiles are are for show on screen. The pixel values stay same. And if you use some blending modes they just do whatever math they designed for .…
Science: The resolution is perfectly fine, I don't think it'll even be possible to see all the pixels when this thing hits the 720p screen. The pixel density seems a bit higher where you'd see it from a first person perspective, which makes sense as that's where you'll want detail without having to blow up the texture…
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
How did you make those two images to post here, are they screenshots, photos? They clearly look different. I don't think any color calibration from the OS settings or from the monitor settings would change the data in the pixels themselves, only how they are displayed. Try sampling the same pixels in the two images and see…
yea, thats what i mean.. Sorry for my confusing english ;) i want create buildings that use an isometric view like anno or starcraft, i know how to set the camers up, but i cant create the "tiny" style.. (in the internet there allways tuts about pixel art, i wont high poly buildings not pixel art )
aicon: Whoa, cool stuff aicon! Sorry that I haven't been around that much, was suddenly dragged into a hobby project making 2d pixel graphics. So been getting into animations with 32x32 and 64x64 pixel sprites. Fun stuff =D Sellsword dudette. Left in "screenshots" of the workprogress, would love to see how you guys work!
OK, so the water was from a pack. However, saying that the filename for an "imp" light was meaning "impact" doesn't explain the fact that the majority of their "lights" texture folder is pixel-for-pixel identical to Doom3's lights folder. Still waiting to hear more about that one, it could well be that the light textures…
In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
It looks like you have a very fine bevel, which then uses very few pixels in the UV layout. I imagine if you increase the resolution of the texture this problem would improve or go away. You could also increase the size of the bevels, and increase their uv usage as well. But the root cause is likely that you don't have…
Might have better luck googling a different keyword other than 'vertex' animation. Try 'Sprite animation tutorial' - http://design.tutsplus.com/tutorials/how-to-create-an-animated-pixel-art-sprite-in-adobe-photoshop--cms-20428 - http://www.manningkrull.com/pixel-art/walking.php…