from what I can tell you didn't relax your UV shells enough and you have some nasty zig zag UV edges along the 3d model. Another thing you might want to increase is the padding size in the texture baking process, it pads the pixels at the border of each UV shell further out so you don't get those nasty seams or muddy black…
I dont think they have to have the same pixel density, especially if you're working with a smaller map size. But I would make it look like theres a reason for different parts to have different pixel density and I would probably tone it down some as well. Lately I've found myself setting up my uv space with - head and hands…
I kept forgetting to post my concept and reference sheets for my entry in the Riot creative challenge. I’ll be doing both a stylized entry and a more traditional fx entry. I ran out of time the last go around, so I’m super hyped it popped up again now that I have time and more experience :smile: For my stylized I’ll be…
Hi, Can you disable the padding (dilation width: 0) and see if you have a hit for all pixels? I suspect the rays don't go far enough and the missing information is filled by the padding, which causes the seams to be visible. It'd also explain why the rotation produces a different result: because the normal values are…
If you want both the outline and the content to be pixelated, you can just use any of those outline techniques in a low resolution framebuffer, then draw that framebuffer as a texture upscaled to fill the game screen. If you want just the outline to be pixelated and not the content that it is outlining (I don't think…
I'd take NiteWalkr's advice with a heapful of salt. If you're going the classic pixel art route, do yourself a favor and stay the hell away from MS Paint and use a proper pixel art package like GraphicsGale or ProMotion. Also, XNA's not really the best route to take, distribution-wise, since it's not fully self-sufficient:…
In the end, I'm not posting screencaps because I think my "problem" wasn't really an issue. My textures only got pixelated when I put my controller's face over them milimeters away, so it was natural my assets were getting pixelated when being looked at such a close range. Sucks to hear the problem still persists maj86, if…
@picto This video by Allegorithmic, narrated or taught By Wes explains the Pixel Processor node and sets it up as @Adelphia has in the image he provides. If you have time to go through the entire video, go for it. If not, this PP information will be invaluable. I have the link set to the time where he starts talking about…
Well, the last one was sprite/bsp based. You can emulate the texture style pretty easily by pixelating a relatively low res texture. That may have been a 'duh' response, though. Here is a quick example, it could be made better with a little work. The image on the left was a basic tiling wall texture. In Photoshop I just…
Hey Giometric, Thanks man, that explanation helps a lot, I sorted out those issues with your answer. on another line...that really fu@$# sucks not having a pixel ratio tool, I am sooo dependent on that...(Hope there is an ICE solution or something) when having several objects each one with different pixel ratios it becomes…