Yes. It's better to run edges across the surface than to create a pole in the middle. From a rendering perspective one of the least efficient things you can do is have more than one triangle in a screen pixel(technically 2*2 pixels if we're being picky). Poles and thin triangles make that happen so they should be avoided.…
Just echoing what others have said, the environment is beautiful and the lighting is spot on. Overall, I feel many of the props are too blurry around the edges to be satisfying pixel art for me. (most notable offenders are the graffiti on the wall and the character). I think if you could find a way to clean up those edges,…
both are bad. ;) always keep at least a few pixels of distance between uv shells and don't rotate them at odd angles. any straight lines on the pattern will pixelate and especially display badly at lower resolutions (mip maps, texture filtering). most importantly: as soon as you need to edit that texture outside a 3D…
I like in game camera I guess is what I am trying to say. I am trying to build a pixel animation, from the exports on my camera view point. Though the camera isn't playing nice. So once I scale or use some tools, I have to start from the beginning again. I am basically using the model I made in Zbrush, to make a guide for…
Thanks, tanka. I did all of it in separate layers. Maybe its not the most efficient way, but it allowed me to easily adjust any of the sections. I haven't drawn anime since I was like 12, so I kept it simple. I just got a reference image and kept adjusting it until it looked decent on the model. I wish I hadn't layed out…
Do you have a specific end goal here? I mean like a game asset you want to add the team-color functionality to? Because the way we are going at it now we only get solid color on this area and we'll be struggling with the texture filtering adding those semi-mask-colored pixels around the area. Maybe sacrifice the Alpha…
Textures gets mip mapped after distance which means that they will be displayed at a lower resolution. Then, yout lines will move relative to the uv seams a little bit so some details outside of the uv islands might get lost. Unless you drag/extend the details out from the uv islands. This is called dilation and its…
Generally you'd want to make it useable on 1024x768. It's a good idea to aim for about 800 pixels wide or make a site that can fluidly stretch to fit any resolution. But you also want to remember that that's the full resolution of the monitor, not the amount of screen-space that a maximised browser window can display a…
Yes, I should have expanded on that. As mentioned, bakers ignore anything outside 0-1. You can move a UV shell a unit in any direction and still be located on the same place on the texture for rendering purposes. What happens is that the baker is sampling the geometry and writing pixels on the texture for any shell in 0-1…
If your looking for a 2d pixel artist i can certainly do this, also had a few questions on what you have going on, the main question is what game engine are you building the game on? if using unreal engine i can help make the game "not your average RPG" 3d environments, pixel characters and can even point you in the…