I've suggested before that a kind of 'safezone' would be nice here, where you can never got to the point where 1 pixel makes the difference between a thin bevel (or whatever, every tool suffers from this) and shooting off into space.
I think I found a similar solution from xNormal. I'll just generate a simple AO with zero edge padding. It also creates a mask texture, which is nice for selecting the boundaries of pixels. But thanks for the tip, might be even better.
You can add subdivisions beforehand with a modifier (ctrl-1/2/3), apply it, then start on sculpting the regular way ; or, you can define your desired Dyntopo precision as a pixel number, which will then control how precise a sculpted stroke will be.
In blend file I've attached above I'm using 4K texture, so there is more than 2 pixels space (actually there are at least 10 pixels between islands). So I suppose the problem is not in pixel bleed? I will double-check that. Actually not every face is mapped to it's own UV island. Here is a screenshot with bigger margins:…
@littleclaude Hehe yes, I know what edge padding means, thanks :D What I mean is, what do *you* actually want to know ? How to space out the islands of a given value ? How to generate the pixel bleed ? Something else ? Overall it really isn't rocket science - you start from a loosely estimated distance on a test UV…
@Rawz you are mixing something up here. The brushes in the screenshot you posted are relative to the screen. The pixel size there is given in screen pixels and are thus relative to your screen/camera view. What you are looking for is to set it relative to the object you are painting. From a little searching, there does not…
Yes you can. You need to have a image created or loaded. And in the UV menu you can turn pixel snapping on. EDIT, i have turned UV Sync selection on here in the shot to work with the single vertices. But the snapping works also with this method off and with whole UV patches.
Yes I am very interested on dithering, a Blender user showed me how to reduce the color data on Blender Stack (to create a retro 256 colors sprite) maybe it is a starting point to reduce the number of colors of an image with more than 8 bit color data: https://blender.stackexchange.com/a/90949/23134 For now one of the…
I forked @Peris UV tools to add stuff I want for my work flow, like pixel snapping and view oriented translation https://twitter.com/chemikhazi/status/891159658492080128 https://twitter.com/chemikhazi/status/891246317711773701 Open source is <3, thanks for making it public domain again, Peris.