Just a quickie, fun to do :) 42 tris including particles and 32x32 texture, Based from this pixel/tile/concept page. http://jonik9i.deviantart.com/gallery/#/d328902
for reaching a pixel-look you have to turn of Interpolation on the used Texture and in the render settings Anti-Aliasing. In the attached image you can see where the settings are.
Thanks all for the robo love <3 Carle, the most important thing to consider when using low maps (32, 64 or 128's) is to keep everything in your UV unwrap as square as possible. This way you can make use of the way pixels align horizontally and vertically, resulting in smooth lines (a diagonal line needs more then ten times…
You guys are missing the point. The wheel edit isn't supposed to save polies, it's supposed to save texture space. Optimizing the wheels can save him 25% of his total texture space, no sweat: Polygons would be saved on the headlights mostly. It's also an option to get rid of the insides of the wheels. This would save both…
Yes I did. Thank you for taking the time to do the paint over, but I'm not really concerned with stretching (needing to make the inside tire UVs a trapezoid). My issue was with the bleed. Because the texture is so small (128 x 128) I need the pixels to line up exactly. I was hoping I'd be able to snap my UVs to the pixels…
Basically what I did here was get the basic shape down and then add some flat planes for each of the swirls and a mirrored one for the face. Most of the texture went into the bottom corner there with the 3 blues with the exception of a quad in the middle which I kept unchanged and rather large on the UV space to get those…
Alright, I posted in the pixel art thread. :) What about oldschool "skins", though? If you made a texture for a lowpoly model, but the model isn't yours, where to post it?
thats awesome Oidipusss, is it MGS or one of those Maschinen Krieger things? you should try and take one pixel brush to sharpen up some of lines of detail.