Im actually only getting about 24fps on my pc with 1060gtx when the scene is fullscreen, I was just looking at the editor window before which is of course much smaller than the full screen pixel amount.
A google search doesn't turn up anything for me. So, I've come to my friends at polycount. Is there any way to create flipbook textures -- *For free? *quickly *That don't look like a jarlbed mash of pixels on a screen? Thanks in advance, polycount!
So I tried my hand at hand painting textures with a kind of pixelated-ish style and made some Bloodborne fanart. I'd love some feedback/cc. https://www.artstation.com/artwork/darkbeast-hunter-bloodborne-fanart [SKETCHFAB]59e5962199ac416c979faa2995cb076a[/SKETCHFAB] [SKETCHFAB]249ab7a3005c46348a803e901c4d8e4d[/SKETCHFAB]
gene, that doesn't look like an airplane! jk Looking good man, dont be afraid to exaggerate some of those details and making them bigger. So that when they bake they dont turn into a pixel dot. Keep on trucking!
I use Marmoset Toolbag 3. I think it's pretty cool, but I'm biased. By 32, 64 or 128k do you mean 32,000x32,000 pixels and up? If so, what are you doing that requires such high resolution?
Really nice! Your piece has a lot of charm to it that carries through from the original pixel art. I would separate the color of the desk from the walls as much as you can while staying true to the concept.
There is a radial gradient function in Unreal, I used that to create custom vignette and blur effects. You can set the radius of the circle, and its sharpness. For fading things out, you can measure and use pixel depth.
4 - make the roof and walls separate, and try something like this: or something else along those lines. I don't know what kind of roof and building methods you're going for. keep the pixels nice and square.
Hey I have a quick question about your screen shot if you don't mind:). I noticed that you have some gray pixels that form a grid on your screen shot and I was wondering what that was.
The checker is not showing how much distortion there is. I recommend using a preview texture with a finer grid, and circles, and letters, and a fine per-pixel grid... for example: http://wiki.polycount.com/wiki/TextureCoordinates#UV_Map_Grids This is my current fav: