It's speculation from a rival magazine that DF did something wrong - whilst the contrast is one thing, that wouldn't screw up the horrible pixellation (AA issues?) in places, result in inferior lighting or cause it to render at a lower res ;)
Thanks Guys. Pixel: The work is sent in batches, and depending on the size of the batch, we request a certain amount of time. So timing is variable in most cases. regarding the building, I don't have any in-game shots.
Snowfly, I don't think so, but then again I didn't even know the tool existed until 2 years ago. I zoom in pretty close and then use it that way it moves the object one pixel at a time.
A personal favorite prank of mine is to change the mouse icon in windows to a single black pixel, and the desktop background to black. The victim usually takes about 10 minutes or so to figure out whats happened and how to fix it.
E3 Expo: the biggest cluster mess of marketing, nerds and press. I'm signed up to go. who else is? E3 Expo 2005 May 17th thru the 20th. Also, make sure you check out: Into the Pixel Get your art displayed at E3.
Currently having some confusion about the software called Sprite Lamp- has it been released yet for developer use? And if you have used it, how useful was it? I am working on an indie game that relies on pixel art, and I'm wondering if it's worth it to sink x amount of dollars into purchasing it.
Hey I was experimenting with putting in sprite sheet textures on basic geometry in Maya 2017, but the results kept coming out blurry as seen in the picture below. Is there a way to keep the pixels looking sharp as they would look in Photoshop? Like how they look in the bottom right of the picture? Cheers
Hi guys, would like to share with you my first asset in my science fiction cinematic scene. It took me about a week to model, UV and texture it. All UDIMs were organised in order to double the size of actual pixels on the screen for best quality presentation. Cheers for watching
@yashar98 looking great, keep it up! I know the struggle of loosing steam over the course of a project all too well. Personally these measures help me to counter that: - Breaking down the design into repeating elements beforehand. Sure, this might make it look less unique than the concept, but reusing meshes and textures…
Just guessing, but it might be a LOD problem. More costly operations will be turned off in the distance to save processing power, so I would guess that a shader or texture for hi-quality rendering (only used for closest pixels) is defect (wrong parameters).