I was going to frontpage this thread, but the images are too large. :( First image in your latest post is 6035 x 2870 pixels, 7.5mb! Then a 6mb, and a couple 5mb images. If you used 1920x1080 you would get more decent file sizes.
I think you gave too much UV space to your wood pillars, and the UVs are still not efficient enough. Too much waste. Try some relax on your UVs island to put them all at the same pixel ratio/aspect.
Really like the new design. Great work. :) Only thing that I'd change is to put like 50 pixels worth of padding on the left side of the page to scoot it away from the edge of the screen. Kind of annoying reading things that are that close to the screen frame.
[ QUOTE ] It's hard to tell from the low-res video, but it looks like they're using a voxel engine... if so, this is probably the best use of voxels ever (the pixelation works to the advantage of the game's style, unlike with most uses of voxels). [/ QUOTE ] No they use trixels.
a new one... there is now ground, but 2 lights in front set at .like .40 intensity and one in back at .50. Also the the filter turned off pixel-ated the texture horribly, so I played with the different settings and this one is Gaussian. It looked the best.
nice detail but maybe think about reducing texture density(and mesh) as you go up the facade as you will never see alot of them pixels. then again if you are going to have one or two peices broken on the floor then that woul dbe fine
Certain layer types are non-destructive. Fill layers, input processors, and procedurals are all fully non-destructive. Paint layers create pixel data (similar to typical 2D image editors) and we do not have systems for reprojecting this data if the mesh or UVs are changed at this time.
"not having many instuctions and keeping them simple." Based on this sentence, I guess he literally means materials. Pixel shader performance depends on the render resolution, and vr has bigger resolution relative to a standard monitor, so yeah keeping them simple is a good idea.
Seeing the texture would help but most likely mipmapping issue. http://wiki.polycount.com/wiki/Edge_padding With distance, the texture gets its resolution lowered to prevent ugly pixel flickering, making this error more visible. So you should make the dark color "bleed" farther.
^ What he said its seams.. not seems Usually has to do with some form of uv blending. IE unwrapping, texturing, then grabbing both pixels on each edge of the seam and blending them together (Though this method is kind of outdated imo. Lots of other ways to do it)