Yeah I was trying to think of a cunning way not to use the uvs of the model as is because of any pixel density problems or seam problems. I shall stop criticising now! :D
Say, thats not the treatment you said you'd give him... Well, I know what my texture will be then. Turned out great, especially the eyes for the amount of pixels they got.
well developing little games for it could be really fun!, I also like the design, but the screen being too big (320*240!)i'm fearing scratches and dead pixels.
I hate that brick texture. It just looks like random pixel garbage in that night light, like the bricks are sharp and shiny as hell. It's the normal map doing this I think.
i had to think really long for the titel-subject ^^ almost not a speed painting anymore ... time estimation: abit over 2 hours ( wasted too much time cleaning outliens with the 1 pixel brush )
Or at least add a "shell" over your level. Regarding resolution there is pixelation near the window shades so im guessing you can still crank it up a bit for such a small scene.
What happens when you remove that function. Examine the world normal pass to see if it gets better. The flat or almost flat terrain pixels should show the purple-ish color or some shade of that.
Yes that's the problem - It's not getting the alpha. It's that the pixels under the alpha get destroyed. Often I'll want to just remove the alpha from a texture and with PNG I can't easily do that using just photoshop.
Hey all,made a start on this challenge, done some rough silhouettes. I'm going for an elemental/enchanted sword. My favourite is 'A' a gamer's sword with a digital pixelated blade, any opinions or feedback welcome.
The pixel shift is only occurring because your site extends and requires scrolling for certain pages. To eliminate this just increase the page height past 1050 or so or shift everything up to prevent scrolling.