Right off the bat, I have a very small budget for this. I'm working on a 2D game that only has a single member on the team - me. And I'm a lot better at coding than I am drawing. Payment / Sheet I have very little money to spare, but I still want to pay someone for this work so I am very open to negotiating. Payment can be…
TnT gaming is looking for a motivated Artist to complete some items for our game. Applicants should have above all else, time in their schedule to work now. Portraits x 7 - 2d images (approx 180 pixels wide and 180 pixels high) * Character portraits from the shoulder up * Description of the characters will be give in words…
at 1339px/m a single pixel is roughly 0.75mm soo... if your threads are eg. 3mm thick then you only have 4 pixels to play with. that's not a lot of pixels - especially if you're trying to represent something in a normal map
If you post your UVs we can critique them but its kind of hard unless you post them What don't you understand about pixel density? It's best to maintain a uniform pixel density in most cases (especially in environment work) as uneven pixel density will make sections stand out weirdly as they will appear to be more sharp…
Could the tail be mirrored? There isn't much padding between the pieces, you should apply a per pixel map and see just how many pixels you have to work with. Some of the small tiny pieces will be lucky to get 1-2 pixels and they are going to bleed into each other. You might as well put a tiny square in the UV layout and…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
Simple automation tools are easily done by chat GPT. Blender is where it shines actually. What I'd love to see is a kind of deeper Blender customization. A 2d vector editor mode with editable spline brushes driven by grease pensil. The whole "draw" mode is quite inconvenient currently . I want something like "skeletal"…
I've packed the UVs manually, since pixel art textures on models that aren't pixel perfect need require a lot of precision and fine-tuning, which is why if possible I would rather not mess with the uvs. I have not baked the texture, I don't think it was necessary on such a low-poly / flat shaded (of sorts) pixel-painted…
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…