IMO it's a classic example of interference . Each pixel rays is one frequency and the grid is another. When each pixel baking ray falls onto something in between or average of hires normals with certain shift forming the another ,interference frequency . Things that may help 1. more hi res hires + some tiny bit of shift of…
I see this in Google Chrome: On my wide-screen 1680x1050, I have 2 columns and the shield and gatling gun are slightly off to the left by 5-10 pixels. When I move it to the 4:3 1280x1024 second monitor , I have 1 column and just the gatling gun if off by the 5-10 pixels. So, it seems that whatever is in the last "row" of…
Yeah weird huh ? I don't know if its because of the animations, or the much finer pixel 'grid' that the characters evolve on (tapping forward makes you move only a fraction of what a SF3 pixel would be) BTW I love what happens at 1:40 on that Akuma video. The guy is being demolished but at least he manages to trick Daigo…
Hi. You can use a gradient to control the strength of the magnify effect. It will do it more on the brighter pixels, and less on the darker pixels. What you need, is to add (or maybe multiply...sorry, I should test it first) this control map to the coordinates of the scenetexture. The downside of this would be that you…
Very nice texturing video! One thing that boggles me. He mentions painting in the correct resolution straight away as a good thing when using smaller textures. But doesn't texture projection like this actually internally "warp" the pixels to fit them in the correct UV-map in the end? What I am saying is, won't your pixels…
have to be one pixel? no, but why bother with more if your sampler only uses one dimension of the texture? The rest would just be wasted space and memory and it's a one dimensional texture because when it is indexed by a shader it only has one component, the other is always zero, because (remember kids) counting digits…
neither - you've got four subdivisions in your cone, and a texture that has (more or less) natural and evenly spaced seams running both horizontally and also vertically. If you think of it as 4 seperate unwraps, and do some clever/skillful old-school pixel alignment, you should be able to unwrap the cone with consistent…
Just saw this the other day really nice advice thanks. i was wondering about the 8 pixel padding you gave the tiles. Did you pseudo clamp the edges and blur them in PS ? It looks a bit like this in places but not in others. If so how do you do a pseudo clamp effect in PS ie extend an edge pixel to repeat outwards to the…
Hey Obscura. Thanks for the help. I usually straighten the UVs but yeah for this test I left them curvy. It's a tradeoff and I usually prefer the curvier version for texturin in Painter. For example if I was to put some bolts on those curves they are weirdly stretched in the texture if they are straightened out. The…
Yeah I still got to add the glass, I was thinking I might be doing lots of broken glass for all the buildings so might steal some of that and put it in the vending machine. Try kill two ducks with one stone. Right now the PSD is 2.7GB 4096x2048 (Pixel density in game is 1024 pixels to 3 meters) I could possible down res it…