Noted. Thanks for the feedback! :) Okay I've been working on a mask for my splat map to use for the snow layer. The issue I'm having is that the landscape is 64 Square Kilometers and a 4k mask (I keep my splat maps at 4096x4096) isn't enough resolution when covers the whole landscape. The edges between the black and white…
You mean something like a per pixel offset based on an abitrary input ? Well i am only aware of the free bercon plugin , which allows for a displace value to deform per pixel. It's not the most stable feature but overall can do some nice things. In general it would be helpful to know what exactly it is, you want to sample…
I'd like to support alpha down the road, yes. Ironically, the phones might have a better chance handling additional tris vs using a shader with transparency. Complex shaders get expensive on mobile platforms because of the relatively high resolution screen -- transparency would add another pass, which means each pixel…
exactly my reaction. O_O Can't say much more than guys did... You should really concentrate on fixing topology. As for uving... judging the head sheet you could optimise the hell of it. Look at the blank space you could use. Also I's reccomend to avoid placing it at 45' angle - you are loosing pixel detail this way. Lastly…
because of the limitations in the competition for the rendering (no filtering, no anti aliasing, mip mapping,...) I would suggest to squeeze out as much texture space as you can. Put the UV islands way tighter together to get out about 30% more from the texture, straighten the tire part more so that you have nice / perfect…
Things seem to be going well, I emailed some samples in after the interview. I go back for another interview on Monday. If I run into Shawn I will tell him Pak says hi =) DS GBA and other varrious projects in the works that require pixel artist. I am kind of pulling for pixel art, because it's something I think I can slip…
emissive maps can be all colours. You can just import your diffuse map again, (black out everything but that panel) plug it to diffuse and it might not glow much; ramp up the power with a constant and itll glow more. Thats the least amount of work. To reiterate - you can put anything on your emissive. I'd even advise doing…
you could make a noise texture, and then get with uv scale on 1 pixel of it, then you could make a random seed value which controls the position of that 1 pixel uv. So if you have a 256x256 texture you have already 65536 possibilities. to make every settings value different just make +10 u for every value, so for example…
Gouraud shaded, is lighting based on vertices. And color is interpolated across a triangle. that may still be used in games. Mostly lower-end stuff, like world of warcraft, or portable games. Or when you have lots of small stuff (small objects in RTS). often the issue was that lighting quality depended on tesselation of an…
Yes, when it's necessary. Like Crack said, giving unique space to every UV shell can waste a lot of pixels, cause you to use big textures to get a decent texel density and all of that unique detail might not be required. If you give everything it's own unique space and are dogmatic about texel density you're going to have…