....Proportions of the sword? You might want to bevel the handle that is squared out. Just to give it some smooth edge ( Just a little bit) like it is in the concept. :) You can get rid of that pixelated edges in the normal map, by blending them out (just the pixelated edges not the entire thing.) Over all, kick ass work…
I would argue that the PIXEL ART thread moves relativly slow in comparsion to WAYWO and the others, so in my opinion the max amount of images per post could be increased to 3 maybe. That gives one the chance to post small gif animations. Limitations of image size (pixel and kb) should be enough to make this threat…
So with this line: "It's amazing, your can take something that looks like a pixellated vien and bring it into some other software and soften the edges, and it looks good." Do you mean you hand edit the displacement map in Photoshop? Or do you simply mean that what looks pixellated in Zbrush, doesn't look quite as bad when…
Oh yeah, mentioned this in another post... After running it once, you can run it again and again for an ever-thicker pad, as long as you start each time with a selection of the new empty areas. Each time it makes a 4-pixel pad. Or you can edit the Action to push more/less pixels, by copying/removing the steps.
need- 2d artist- must be able to make pixel art and logos. (portfolio requited, both download able or on a blog.) programmer- able to code in C++ and able to make a engine from the ground up. texture artist- able to texture in a pixel style. composer- needs to be able to make amazing and mysterious music. for more infor…
I just started out a thread dedicated to the game I'm working on with two friends. I'm doing all the art and thread is here: http://www.polycount.com/forum/showthread.php?p=2328738#post2328738 It's a pixel art multi sports game and it look something like this: Check out the thread for more updates and pixel goodness! =)
I would suggest pixel art at first, to understand the workflow for pc before you dive in to mobile unless you are working with unity 3d. The reason being, pixel art can be as easy as you want it to be and as simple as you want it to be, or it could be more complex. Just until you have a firm grasp on the workflow.
In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
There basically is no padding, as the UV's are on the extreme edge of that colored pixel. Padding will help relieve and give a buffer so you don't get any bleed from any neighboring colored pixels (black in this case). Either add padding, or simply try just moving your vertices on your UV shell up a tiny bit as a "buffer".