Hi. Nothing special, just use a pencil instead of a brush. The second thing is that you dont need to paint on that resolution.A lower resolution is good and you just stretch it to the res that you want. This is how you get the big pixels.
I've been scrolling through my prefs and help files but I can't seem to figure out how many of you are getting those nice high res viewport textures on your models. Mine always end up looking way blurrier then they should and I can't find the "make pretty" preference. So, if anyone knows wtf Im yammering about, plz fill me…
We have an art dump, it would be good to compare your work with this, see if you can get as close as possible to the look and feel: https://polycount.com/discussion/211023/sea-of-thieves-anniversary-update-environment-level-art-dump
Hello guys. I want to show my small personal project that I'm currently working at. And get responses and critics. For now i have part of the pillar and slipping sense of final result. In the end there is going to be a part of the scene with the floor, walls, cell and couple of elements. I want to work close with…
hey guys here is a small update just working on the horns and shoulders at the moment and getting a handle on the dota material, crits are more than welcome.
We are in the process of developing an anime-style indie game in Unity, with emphasis on character presentation and stylistic visualization. The project is currently in active development. Core systems are in place. Iteration is occurring. It is currently composed of a programmer, an animator, and a 2D artist.…
I am getting a Chinese water dragon from vibe from this guy as well. It's a sleeker, faster lizard and could be a better reference for the musculature. Also try and make it so you can reuse those spikes to save on UV space.