I think there is a value-to-art asset ratio that needs to be considered. Add to that the amount of features you get for free by leveraging the research from tech you can buy and plug-in you can start to see new ways to express uniqueness, creativity and immersion. You sacrifice one aspect, but exchange it for a host of…
I'm doing some pixel art and it'd save me a lot of time if I could use rotate, resize, distort and whatnot without having the pixels automatically antialias. Is there a way to do this?
AspectRatio= imageHeight / imageWidth (this gives the number of vertical pixels per horizontal pixel) FinalHeight = FinalWidth * AspectRatio; FinalWidth can be chosen at will and this will make sure the height is the same ratio. (programmer answer).
crit on! Also, if anyone know how to lock the pixels on one layer and use the new from existing layer to keep your paintings under those pixels. I'd really appreciate it. :)
To add on, long thin triangles are problematic, because in game renderers each triangle has a bounding box that is used to work out what pixels need to be rendered, and the more empty space there is the more wastage. long thin triangles cause a lot of waste because they don't neatly fit bounding boxes. And yeah Noren is…
Woow!! @pixelpatron I like it, it changes dramatically, but the aim of this project was to get as close as possible to the concept, I tried to do a pixel to pixel render of the concept art.
It's related to https://en.wikipedia.org/wiki/Moiré_pattern It depends on the amount of screen pixels you have to draw a wire of the fence. If the thickness of the wire becomes smaller then one screen pixel it probably will look... fancy
wow the MTV america website really sucks. The upper half looks like a car stereo dealership and the lower half looks like it was stolen pixel for pixel from the warp records site.
Hot stuff, chris! Looks like he could pound a house with that arm, though. :p kwakkie, those pixels are adorable. :D My own pixels. Needs cleanup and fixing tonight.