Another shot. Pretty happy with how the high-poly has turned out. I'm going to spend a little more time tomorrow adding detail to the center spindle thing and need to add a handle to turn the wheel. Will also smooth the bricks on the well base as they're looking a little pixelated at the minute. Once that's done I'll start…
Okay I've figured out what the problem is but I don't have a solution. When snap is turned on I can snap to grid with a marquee select, when snap is turned off I can snap to grid with the paint brush, anyone got any ideas this is extremely annoying having to enable and disable snap to select vs move pixels.
I find my 9x12s at home and at work too big for what I do (mostly coloring work, I don't even use it for pixel work) I should've gotten x 6x8. Also there's widescreen versions out now too... so match the aspect ratio on your monitor best you can for more comfort.
Hey Hamish! I'm moving there in late August. Would love to meet up with you and Pixel sometime and others to grab a beer. I'm glad I saw this thread, seems like a nice place to move even though the industry there has it's ups and downs. Coming from Michigan (not as far as you), so I'm looking forward to the new experience.
Speaking of next gen consoles, when ARE they coming out? From what I've read they're still a long way off :/ But i'm not too worried about the graphics coming out of the PSP2 looking outdated when they do arrive. Pixel shaders was probably the number 1 reason why the PS2 -> PS3 had such a big jump in graphical fidelity.
If I recall correctly the big thing with dx10 cards is that there are no longer parts of the gpu that does only vertex or only pixel processing. Everything is now general use so the card can use all pipelines for any process, thus improving efficiency. Tis can't so I am not 100% so forgive me if I am wrong.
I find artifact like (small random pixels) generally happen when the rays have to travel too far, or to short. It might not seem too crazy, looking at the relationship between the low and the high models in your scene, but the model might be scaled super big, or conversely super small- causing the bake calculations to get…
Why not use a custom lighting ramp that is all white for faces up to 90 degrees away from the sun, and all gray for faces from 90 to 180 degrees? Find a lighting ramp shader online, and make the ramp all white with 1 pixel of black at the dark edge. Actually, the Unity Toon (Ramp) Shader (No Outline) would be perfect for…
Thank you PogoP, thanks for stopping by! I'm definitely aware of the white edges, I'll make sure to refine that with my next texture pass when I get home, thanks for the tip. Can I also refine my alpha layer in my tga file? Like, select my alpha and maybe adjust it by a couple pixels inward?
You'll need to make sure it has a corresponding high poly element. Right now there isn't a high surface to hit so it fails to hit anything and creates an empty result in the bake. What you see here is the pixel padding trying to fill in the blank space. The highpoly mesh doesn't need to be complicated, it can be a simple…