I got the problem that Grabviewport is not including/saving the viewport shadows. I works till ~1000x1000 pixels. If i increase the resolution, it saves everything fine but without shadows. Is my system (graphic card) too weak? Is there a way to get my images with shadows?
Since the rest of the Normal Texture looked good, I just ran it again and this time turned off "Ray Miss Check" it came out great. Odd that tiny little pixels were missing though, normally it is whole, inverted chunks. :| Ah well.
I added back in some of the fog and pushed the focus on the central area. Thanks for the feedback! *Edit: I had a .5 pixel blur on my higher res image for other forums and when I pushed it to this lower resolution it was still on. That's why it was so soft. :)
Hm.. there may actually be a simpler way to solve this problem. I was able to get rid of the bowing by simply splitting the edges that had them before baking. The problem is that there are still some other issues, like the normal becoming highly pixelated at higher smoothing levels.
Zandalar in 365 HOURS! After years of hesitation finally decided dust off things and make a personal art challenge this year. It will be 365 hours with a DIFFERENT dino from Zandalar fully animated in PIXEL ART! Posts every hour in the half hour!! Enjoy
which is pretty much the same as unsharpen mask in photoshop, a different approach without a sharpen filter would be to set the area sampler to 1 pixel width. I pefer this as catmul rom often enough creates "outlines" around your object. Nice sword!
The shadows are very pixelated in the final image; it's most notable on the trigger, but it looks to be universal. The wear on the barrel near the ejection port looks much too heavy, especially given the wear on the rest of the pistol. Also, I'd expect some wear around the inscribed letters:
also try to straight the uv for perfect baking normal map results rest look so fine use edge padding as well like 1k need 8 pixel padding and 2k 16 as just 2x multiply it according the size of texture size.
My logic tells me it's Shader LOD. If a character is 15 pixels tall, fuck parallaxed normal maps and reflection maps on the eyeballs. Just render the diffuse map + vertex normals. I think UDK calls this the 'fallback shader' but I'm not entirely sure.
Thanks guys. pinappleSauce,Stinger88 - yeah, forgot to mention that Marmoset can't show wireframe for close back faces correctly on screenshots. Don't know why. JacqueChoi - I wish one day I'll steal you alien pixel texturing technology too :)