Open for commissions. Illustrations/Animations of characters, objects and whole environments within various styles offered. Be it vector, pixel or handpainted art. You can find more information on my website: 2D!PIXX Website and the various art and social platforms linked on there. Have a nice day and stay creative :)
Hey guys, i have this problem where once i render out a uv map of a 128x128 texture that the uvs seem ever so slightly offset. Is this a normal thing because of the smaller texture and pixel density or is there a better way of rendering out (like settings or something?) heres an image to show what i mean... cheers!
okay, I admit it I fail at life. How do I get that animated gif of the techno viking to play as my avatar? I've been trying to get it to work off and on for days. I understand that I'm officially the lamest person on polycount. I can live with that. its 80X80 pixels, should work fine right?
Hey all, I've written a tiny graph that selects a single row of pixels from an image (to feed into the Gradient Dynamic). I've exposed the offsets from the source image, however I only want to expose the Y offset and I want to keep the X offset locked (or preferably hidden. Any idea how I can do that?
Hey all, Recently seeing a lot of "true 4k" talk and wondering if its 4k on screen resolution or texture. Calling a 4K texture and it becomes a "4k" buzz word, cause even at 4k texture you might end up giving 128x128 pixels to a prop etc especially if its a modular based workflow. What you all think of this?
I'm using 3DsMax 2012 and exporting to FBX. If I have an object that I've unwrapped to use eg. 512x256, UDK seems to make it 512x512 no matter what. Is this something you can change somehow? It seems really inefficient when thinking of Lightmaps, since it doesn't really need that extra 256 pixels in the height.
The problem is caused by mip-mapping. As you zoom out, a lower resolution texture is used. The way to solve this is to make sure all of your maps have pixel padding or a solid background that is similar to the color of the texture. Otherwise you'll get errors along the UV seams with the mip maps.
nah, its just a flattened render mapped to the objects UVs. the procedurals are often fully 3D. the value of the pixel is determined in either world or object space when rendering. this cant be done in the views. I think AD said it would be too many instructions for a SM 3.0 shader.
You would probably be better off implementing something like this directly in whatever engine you are using. It looks like a pretty simple height based fluid sim which could be done with rendertargets and pixel shaders using hdr textures to store the fluid data and obstacle height.
I'm curious as to what you mean by a clean/optimized lightmap uvs? I've always thought that an autowrap map was the best way to go, and maybe scaling things down so there was a bigger pixel gap between each shell? Can you just explain a bit more perhaps?