The relief on the blocks is very pixelated and blocky, especially compared with the detail on the fountain itself. I'd rework that. The outer wall portion would be seen closer up than the middle.
You should probably scale them down more regardless. Looks like they're right at the border even on the original version. Leave a few pixels on every side
i think i have pushed it too far into the diffuse, i'll see if i can use the vertexnormals to mask the oilyness stuff on the metal and not the per pixel normal.
what i was trying to get across was that the logo doesn't need to be so imposing and take up almost every pixel available to it, a simpler size would be alot nicer :)
I've only ever seen the mip chain trick used to work on a per-material basis. Would it be possible to control it on a per-pixel level using a gloss map?
Hey peeps, As the title says, I was wondering if anyone knew of any paper that discussed the code of a UV-less Aniso shader, which worked more with the pixel/vertex information and Normal maps. Cheers.
For UE4, and "general use", does there need to be any pixel/edge padding between borders and the UVs? I've looked at the wiki guide, and "tutorials", but did I miss the part about borders..? Thanks, bros! :smile:
Hi, I was wondering if any of you remembered the name of that game/engine that was like a 90kb zip file, and everything in the game was built on the spot, and it had some fancy features like per-pixel lighting. Thanks
NCsoft is hiring at our Austin and Orange County studios. If you know how to put cool pixels on well placed polygons check out our job listings at www.plaync.com John Mueller Associate Art Director Tabula Rasa