Looking good everyone. @ Pixel Anvil : haha That is ace. @ teaandcigarettes : Looking pretty cool. I hope you start a thread soon because I wanna see more please. Keep the rads coming polypeeps.
Thanks! Those are 3d Models. The effect is accomplished through a combination of specific modeling, uv and normal techniques, a set of custom-written shaders, special textures, and a camera pixelation effect. To learn more, check this out: http://wayofthepixel.net/index.php?topic=18842.0
Here is my pixel art for our current game in development, also we have 3D stuf with pixelart textures. We have a thread here, if you want to swing by http://polycount.com/discussion/158458/vaccine-war-action-adventure#latest Have a happy creative weekiend :)
Working on custom shaders and rendering in unity to make 3d objects render like classic pixel art. Some success so far! The web build is here: http://www.hedfiles.net/PixelShader/PixelShader.html I'm going to put together a tutorial and release the source when it's closer to done-ish. Enjoy!
Hey fellas! *Shameless promotion ahead* These are character models I've done for Pixelated Milk for their upcoming game Regalia - a JRPG from Poland featuring ballerina pugs :D Check out the kickstarter and support us if the game seems like your thing (and because I'll get to make more of this stuff :P) Hope you like it!
This rusty robot is coming from an old adventure game entitled "Nikopol- Secrets of the immortals" released in 2008. This Game was inspired by a novel created by Enki Bilal and designed by Florent Bory. Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^ I just wanted to…
This rusty robot is coming from an old adventure game entitled "Nikopol- Secrets of the immortals" released in 2008. This Game was inspired by a novel created by Enki Bilal and designed by Florent Bory. Few adventure gamers have seen it before. Probably because It measured no more than 8 pixel in game ! ^^ I just wanted to…
Developed my UE4 post processing painting shader further. Color and lines are now mostly stable and the line thickness is bound to world. I could not get rid of distortion artifacts because I can't actually manipulate world position in a post processing shader, just pixel position but with the outlines those artifacts are…
Been working on texturing this motorcycle - it's my first time using Substance Painter! Here's a screenshot I grabbed from the SP preview window: Also, question: I'm planning to use this piece in my portfolio when I start applying for game jobs (after it's all finished up of course, this version is still very WIP!). I'm…
Superb work around here guys, but posting images over 3000 pixels... Really? We are not that much to have super fast internet or 4k screens. It makes the whole thing VERY slow to load, and frankly there's no point presenting something on such a big picture, even on a 4k screen. If you think you have some detailed part that…