I agree with Pixel. There is far too much ass-kissing going on in some threads. It has nothing to do with the actual work, just how well established the poster is. Other people post work of equal quality and get ignored. Share the love.
Well, you could probably make a photoshop action, out of the top of my head, maybe merge all visible channels, ctrl click it to get selection, fill that out in the alpha channel, then to be safe dilate your merged layer a couple pixels.
Well in that PDF it describes the technique in the OP which is impractical for games, then switches to plain parallax occlusion which is already feasible and only marginally worse in most cases. So... yeah, nice per pixel self soft shadowing coming soon enough.
im sorry to hear, I love your pixel boogie tutorial man! saw it a bit ago and its really great how subtle and deadly that technique is! Thanks so much! hey why dont you escape up here to Canada!
Do somebody know a program where It's possible to export full range of pixel brightness from a typical RAW camera makes to a linear exr file? Maybe linear 16 bit tiff or something without typical clipping? Not in Adobe Lightroom it seems. Maybe in some alternatives?
I am having a weird issue with a small 256 x 256 graph. Pressing spacebar appears to shift the pixels slightly causing a break in the tiling on the output image. Node graph is pretty simple, this node is a safe transform at 45 degree rotate. Any ideas?
There is an opening for a lighting artist here in the Bay Area. They are looking for someone with per-pixel or pre-rendered lighting experience. If you're interested send me screenshots (links or attachments) of some lit scenes. Resume wiouldbe nice too. rpatel-[at]-easel3d-[dot]-net -R
Where are you baking the normal map? Generally speaking, you may see seams at any UV seam if you zoom in far enough or if the texture resolution is relatively low. This comes down to how pixels are mapped to to UV space.
You can find the screenshot here, it focuses on a pixel perfect stable layout. So when you switch subobjects tools don't move around: https://forums.cgsociety.org/t/idea-of-a-highly-customized-tool-shelf/2049418/9
Bleed the edges for sure! A lot of artefacts at edges is caused from not bleed pixels around islands. Use "Solidify C" from flaming pearls. Free photoshop plugin package. There are A and B presets but for me best works C preset.