Why do you do all your posts in that pixelated look? Looks like crap! I like the model and character though, just don't like how you ALWAYS show your stuff a weird pixelated shot. Ew.
Hello! I'm looking for a project to be part of and want to gain some experience. I have about 1 year of experience animating, but not enough with the process of making a game with it. In addition, I'm also a graphic artist and have experience making pixel art. Animations graphic design and pixel art Cheers, VoltStorm7
I think you should keep your UV unfold the way it is, you've got optimized pixel resolution through your entire model, if you unfold the way that cylinder is, you'll get a super high resolution and weird deformations on the top of the bell and shrinked pixels at the bottom...
It means your UV's (and UV borders especially) should be horizontal or vertical, not at an angle, so as not to induce any visible artifacts (think of the difference between a straight line made of 10 pixels and an angled line made of 10 pixels..it will look like a stair).
i googled it... probably not very effectively the pixel processor has no idea what any other pixel is doing without explicitly sampling a UV, fxmaps aren't smooth You might get vaguely close using vector warps/morphs etc.
I disagree with the comments mentioning this is fine. Mind you there are unknowns - game type, style, player perspective, projected pixel density. Assuming the scale of a military hangar/metal quonset - a unique UV isnt feasible for any kind of decent pixel density.
Is there no way to measure the pixel distance between two UVs in Max? If you where using Maya, you could easily measure this distance with my UV editor. Either way you could make a UV snapshot and measure the pixel distance in Photoshop
Heyaaaa! More updates :smiley: I did the Zapp (Jinx's W), as a lava/pixel lamp. Since it's a Cyberpop thing, I decided to turn the lava into pixels so it fits more the actual skin theme. Gotta do more views soon!
I sometimes make a noise image in Photoshop in the same size as the texture i think i will use. And use that in the UV editor (the noise will add one "noise dot" every pixel). Then at least you know how much pixels you have.
Pixel-thin seams means you need gutter padding. http://wiki.polycount.com/wiki/Edge_padding The angled pixels are a natural artifact. Mostly can't avoid. But won't cause issues for most models, due to your regular viewing distance and texture filtering.