Thank you PetSto! I now understand the issue fully, and will try to have a fix for this ASAP. DDO assumes that such small pixel amounts are anti-aliasing jitter and disregards those pixels to avoid creating superfluous masks. I'll do my best to tweak the algorithm to avoid loss of actual color islands in cases like the one…
Nice unwrap on the big pieces but you can further increase the smaller areas just a little more so it has more pixel density to fill the UV space more. Also, when you put pieces diagonally, you can see pixels breaking because it has to go to the right, then down, and repeat (just something you should know).
Mmh wouldn't you just have to specify the proper ratio in the unwrap.pack spacing ? If you get the resolution of your map, let's say 2048, and want a padding of 8 pixels, set spacing to 8/2048 (0.004) Also take a look at http://www.polytools3d.com/polyunwrapper/index.html It's a nice tool, and it packs by pixel. Not sure…
I actually figured out a way of doing this that works pretty well. If you can ballpark the uvs so that they are roughly overlapping then you can scale the group of shells up or down so that each group of corresponding verts is roughly inside 1 pixel. Then use the pixel snap feature in textools. After that relax the result…
How were these sculptures used in the real world? As an architectural element in a coffered ceiling? If so, the player in a game level will never get very close to it, so if you're trying to demonstrate knowledge of game dev art constraints, then think about texel density for a level and how many pixels this part of the…
I use this simple math in pixel processor for decades. 5 integer is how many steps you want . I think it works quicker. ps. Well . default one looks like doing same just with extra options.
Science: The resolution is perfectly fine, I don't think it'll even be possible to see all the pixels when this thing hits the 720p screen. The pixel density seems a bit higher where you'd see it from a first person perspective, which makes sense as that's where you'll want detail without having to blow up the texture…
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
How did you make those two images to post here, are they screenshots, photos? They clearly look different. I don't think any color calibration from the OS settings or from the monitor settings would change the data in the pixels themselves, only how they are displayed. Try sampling the same pixels in the two images and see…
yea, thats what i mean.. Sorry for my confusing english ;) i want create buildings that use an isometric view like anno or starcraft, i know how to set the camers up, but i cant create the "tiny" style.. (in the internet there allways tuts about pixel art, i wont high poly buildings not pixel art )