To expand on that. You can also record a photoshop action that quickly separates the fill color from the edge color and places them on different layers. If you do this I suggest using tga's because they are uncompressed and its a pixel perfect match. I also suggest using the action to grow the fill color a few pixels…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
Does someone know why using the sharpen option in Photoshoo it will add sometime some blue pixels between 2 zone of very different color? I would like to understand technicaly what heppened or what Photoshop will do when it converts the normal picture pixels to the Sharpen version. Maybe could help me to erase the problem…
Updated the uvs, I applied the checker texture. Also checked in uv editor with the checkers on and tried to pad everything with 3 pixels around each uv cluster. 1 checker = 4 pixels The reason I'm updating this so often is, I'm a new artist and not completely sure if everything I do is exactly right (: I'm going to texture…
Your lightmap resolution is probably too low. Some of those thin islands don't even get 1 pixel if you have 32x32. This is what UDk has to work with, this is your lightmap: So the big blotches you see there is half a pixel :) So try out a bigger lightmap, oer perhaps vertex lighting( just set resolution to 0 to turn on…
@PogoP - Yeah I have to agree with you on that. I think it would be wise to use a 2048x2048. Well after baking the normals I found that other areas were lacking pixel density, so I symmetry some objects to address those areas. I repacked and gave more pixel density to more of the important objects. Second times the…
Alpha-Testing Contrary to the desktop, alpha-testing (or use of discard / clip operation in pixel shader) is very expensive on iOS. If you can replace your alpha-test shader with alpha-blend, do so. If you absolutely need to use alpha-testing, then you should keep areas of visible alpha-tested pixels to a minimum. (I…
well if you're making a texture for a game, there are two main factors that will determine your texture size. The first is how big the object will be on screen and the second is your memory budget. Ideally you want the texels (pixels on the model itself) to be about the same size as your screen pixels, but of course we…
Not bad, I'm just wondering why you're posting big images with low-res pixels visible? Are you using the "canvas zoom" in zbrush, rather than zooming the tool itself? If you hold down ALT and click and drag outside the canvas, then let go of ALT, it should zoom in and out, meaning you can get close-up shots without it…
I learned that Plasma screens eat tons of electricity for breakfast. and that sometimes pixels burn (the solution they came up with for that: make the screen drift a little bit all the time so the pixels change every now and then). LCD's are just some liquid crystals that are.. just cool :D . Then again, i still have an…