Hmmm, very good ideas. Subpixel precision is something I was already intending to do and neolith's idea to aid in seamless texture creation is infact very, very good. I might integrate a normal map maker with pixels being given additional z depth (effectively pixols as is seen in zbrush) to aid in normal map creation with…
The real trick to zbrush is to understand how its a painting program at heart. Everything boils down to this, from its the ability to push millions of vertices on outdated hardware to even the names Pixologic and Zbrush. Its design has more in common with Photoshop than it does Blender or Maya, so it really helps to think…
Also, it only pixel snaps if there is a map that contains pixels applied to the object. So if you have pixel snap on and no materials applied yet it won't snap to anything. The default UV checker pattern is procedural and won't let you snap, as it doesn't contain pixels to snap to. Another reason to use a custom checker…
That article mentions 3 spheres, but I think it's really just one sphere rendered in 3 passes (each pass using different depth-test and stencil-test settings). These 3 passes are needed to build a "mask" on the stencil buffer that represents only the pixels you want to light up. Think of it like working with selections in…
I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…
When you pack your UVs, make sure to leave a bit of buffer space between the chunks of pixels you're mapping onto your polygons. If they're too close, you'll probably see seams on your model. For a 1024x1024 texture, you'll want about a 4 pixel border around each chunk, for 512x512 about 2 pixels should be fine. Then…
@poopipe Thanks for this suggestion, haven't tried ordered dither yet. I came across this effect before, but didn't know what it was called. I'm currently rendering the loops with Blender (Eevee), but I assume the approach is similar. I shall try it :+1: Edit: Here some results, following this Pixel Perfect Dithering…
So, generally for normal mapping, you want the normal, the tangent and the binormal to all point at right angles to each other (it wants to be orthogonal... they should form something that looks similar to the little red, green and blue axis in your 3D program; three directions each with 90 degrees between it and the other…
IIRC Crysis uses alpha test for its foliage, which avoids alpha sorting problems... but it only gives you a hard edge, no soft transparency. Alpha test means each screen pixel is tested by the shader to tell if it should be on or off, using some threshold value. Alpha pixels darker than the threshold are clipped out,…
You might be able to use the 2d layers combined with the Displace Z slider, but there's a good chance this isn't what you really want since that would require working completely with pixols, and is highly destructive as a result. Personally I would just fake it by appending a plane to the 3D tool and using that as a…