Vito, if you look in the lower left corner in MS-Paint, there's a button about 2 pixels by 2 pixels labeled "Craig Mullins" I think that's what you're looking for. Per do you hangout at eatpoo? if you don't you should. you'll fit right in.
I've had this problem for a long while and it's driving me crazy. They are always 1x1 pixel big no matter the output size of the map. I don't know if they're ray misses or the sampling for that pixel misses the model and hits what's behind it. It's also quite random. Sometimes it happens and sometimes it doesn't which…
Packing every pixel like is generally only done these days when you're working on a project with a reusable UV layout that's being shared between a variety of models. It was more common back in the days when every pixel mattered due to tight memory constraints (like on the Playstation 1, Nintendo 64, etc.).
First image is 2772 x 4609 pixels, so the file size is 8.42 MB. 2nd image is 6548 x 3392 pixels, 11.68 MB. If you used a max resolution of 1920, the file sizes would be more manageable. Try downloading the images after you post them, you'll see.
Yo momma is so fat, when making a 32x32 pixel sprite of her, I had to use a 500 pixel brush. Yo momma is so dumb, she thought a normal map was one with roads on it. Yo momma is so dumb, she thought Autodesk was a desk that did stuff...um... automatically.
Im not sure if this is the right thread for this post or the audience im looking for to read this thread but ill continue anyway. A little background about me that relates to my question before I ask. Ive always wanted to be a game designer since I started getting interested in the behind the scenes of video games. This…
Yeah you need to physically split the uv islands per smoothing group and move them apart. The problem happens because you have a hard edge with a shared edge in pixel space and the baker can't account for the normals on both sides of that edge along 1 pixel line.
James: interesting idea, I could see that working. Whether it would actually end up saving time remains to be seen, but it's a cool idea nevertheless. There aren't many people using low-res sprites on here, though. Pixelation/way of the pixel might be very interested, though!
Thank you! Yeah, I think the traditional sine wave people usually use looks too unnatural. A bitmap-based distortion adds a little irregularity. There's a bit of hitching in mine, I think because my distortion map is very low-resolution, so maybe it jumps as it crosses from pixel to pixel?
The pixel processor node will only generate one output (grayscale or color). What you can do (if you need to generate several grayscale outputs) is to store them in the different channels (RGBA) to output them all at the same time from your Pixel Processor. Then use a Grayscale Conversion node to extract them.