Should hopefully be getting a large chunk of money soon and I'd like to spend some of it on a cintiq. I'm just trying to figure out which one to go for. I'm actually leaning towards the 13HD at the moment due to the pixel density. I currently use a 27" 2560x1440 monitor so I'm a bit apprehensive about being disappointed by…
Mainly I mean texture-only work, maybe with some slight reflection map shenannigans if needed. it doesn't have to be pixel-perfect stuff or anything. I know that there was an example of a flowing river in a game, but I cannot remember for the life of me, so this is close enough to what I'm talking about.
[ QUOTE ] To compare? My first GBA had 5 dead pixels. My first DS had 3, and the sylus screen didn't work. [/ QUOTE ] I think this is really just luck of the draw. Dead/stuck pixels (there is a difference) are part and parcel of LCD screens. The PSP has just as much chance of having these as any other device. I've heard of…
https://polycount.com/discussion/comment/2794716/#Comment_2794716 here, I just figured out a good way to do it. this thread shows several ways to do it, but, the last way I just did it, is superior to every other way I've tried. I also explained WHY spheres are such trouble and WHY they have to be done a certain way to…
Yeah i'm aware it's there i'm refering to it going mainstream. I think pixel art has hit it's peak recently and developers will be looking for something else soon enough. And i think everyone can get behind a bunch of games that look like megaman legends. I've been considering directing some of my portfolio work to that…
Very cool man :D I have a question: how do you keep pixel density and size so consistent with everything? I was exploring this in my head and there's the issue of mis alignment and overscaled pixel size, but it literally does look like you're almost drawing pixels into shapes. You have some neat tools going on, or are you…
bringing this up again as im currently looking for a shader solution to do this: blur each pixel individually (get the average color of x pixel around him)? is that possible? (i'm trying to apply a greyscale map to the texture to blur certain areas more than others) with the solution above i think it's only possible to…
wrong wrong wrong... alpha and overdraw is the most expensive things in all the realtime rendering pipelines ive worked with alpha means pixels need to be drawn multiple times, one for each alpha plane passed through in that pixels line of sight.... 100 alpha planes in a row and your doing 100 times the work for each…
Do you mean in pack UVs? That number is a distance from 0 to 1, so if you want to know how much it would mean in pixels then you multiply your image width by that number. So a spacing of 0.02 in a 512px map would be 10.24 pixels. If you want to go the other way, you need to divide your how much pixel padding you want by…
If I'm not mistaken, you're doing a 10x10 pattern - this means that you will have to split those 2048x2048 pixels between 100 tiles, that leaves each tile with not many pixels to work with. If you scale your pattern down to 6x6 or even 5x5, you will only have to deal with 36 or 25 tiles, which will grant each tile x2 to x4…