The same way Dali could paint it. Just because you're conveying it digitally doesn't mean you can't make it irrational. Visual and temporal irrationality can be conveyed just fine through pixels.
Also consider 2560x1440 30" panels. They provide a pixel count between the ultra-wide 4k and a 1440p 27" sizes- I find hte closer to square aspect ratio is more useful for modeling.
Awesome, this works perfectly. I was having trouble at first getting my polyPlane to actually frame to the canvas at first. It was leaving a pixel gap or so on one of the sides but I somehow got it to work. Thanks!
http://www.handscandance.com/pico hi guys, another small construct2 project: multiplayer pixel art drawing tool. This is extremely basic but I wanted to test the multiplayer feature and thought it was fun enough to be shared.
Read the challenge and its actually pretty unique. You get 30 minutes to do some pixel art of a hero char. I guess it takes place in London though, so Im out.
The tutorial you're following has their resolution set to 2048x2048, whereas yours is only 256x256..So yours has 64x less pixels than hers, so of course yours will be way less sharp.
Hey! Sculpts looking great, but I feel you could use a lot more of that negative space on your unwrap. It's a 2048, you would save so many pixels optimizing those islands.
Here's a decent tutorial, this is what a typical UV layout a building should look like. http://www.amc.ro/index.php its under share Gotta repeat most of the textures and have a consistent pixel density.
A question to ask in regards to your first question would be- How big is it? How close would a player be able to get to it? That would determine how much pixel density you'll want to pack into that model.
er, think you hit some kind of anti-hotlinking thingamy going on there, unless you meant to post a white 5000x pixel square edit: ah mop fixed it: jeezus h christ