Progress on the texturing, need some last tweaks on the "dark line". I changed the lighting. I think the light is better know, more realistic and we focus more on the door. I still have some "pixel" in the render, I don't know where does it from. I have to search more about it.
As part of my collage course I must make a Flash game and this is the layout design do far (I designed it all beside the floor and the trees, will be doing them my self aging) The art style for the game is pixel art as you will see. [IMG][/img] [IMG][/img] [IMG][/img] [IMG][/img]
hehe thx.. yes i know that they need two hinges ^^.. i will copy the other one @The Pixel - thx for the picture, but i also saw some doors with bands on both sides. one side with hinges and one side for decoration. but maybe i will try it with this one here, so the hinges would be on the other side
No, you won't be able to get curvature there. As those 2 surfaces cross each other, there is no variation on their respective normal and so no curvature.If you bake a normal from a high poly version of that specific detail though, you will likely have information in the normal map (at least a one pixel line at the…
Hmmm, well when dealing with so few pixels of moss, adding veins is a pain... But I attempted it! Problem is, I wanted to keep the darker grout visible, and since moss would naturally grow better up the grout... The darker crack stands out more... Not to mention I am terrible at drawing moss...
What did you bake in? Your normal map generally will not "align" at the seams when looking at the texture as a flat diffuse, its just not how normal maps work. The color a pixel is in your normal map is a combination of a bunch of things, highpoly angle, smoothing(lowpoly mesh normals), uv direction etc etc.
This is really only intended for pixel art, but you may have somewhat decent results overscaling it and then resizing it back down in photoshop depending on how line-art-y or smooth it is: http://code.google.com/p/hqx/ some examples: http://www.hiend3d.com/hq4x.html EDIT: There's also plugins like Genuine Fractals and the…
thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
Edge padding requires two things... An Alpha Render Output (there should be one in the scene by default). This is what it keys the border expansion off. And the padding to be upped (defaults to 3 pixels) - that's in System > Preferences > Rendering / Final Rendering > Bake UV Border Size... you can set it to something like…
If you want to plug in your normal maps that are correctly formatted for UE4 (i.e. MikkTSpace with the bitangent vectors flipped to match DirectX normal maps and the bitangent computed in the pixel shader), you have to change the tangent basis to xNormal/Mikk and then check "Flip Y" in the normal map parameters. The other…