! @Muzz haha! its an entry test for Gameloft, hopefully maybe my first job, .. they made me do it XD!!, too much on sculpting maybe, for the spec. I dont know how to go strait on lowpoly like those genius pixel art japanese kids on the internet.. I rely alot on AO and normals XD
Questiones: The "comic book" line work you have, is it in the diffuse texture or another seperate texture multiplied/added in a shader? I ask this because i was always curious how they keep the crisp comic book lines on low res textures like 512 and down, those pixels usually start to disappear on 1024 and lower.
Speed level design, took 8 hours. Hope you like it! (it took so long because i had no plan or concept, improvized until the result worked for me) GIF seems like pixelated, cleaner version for the gif: https://www.artstation.com/artwork/21xvg i will publish a speed level design video soon.
Yeah its a bit slow at the moment. Its weird to since the multiplicative texture underneath rolls out fast. Though thats only really visible because of the pixelation. Thanks for the feedback! Ill fix that up tonight. Hoping I can add the barrels rolling out and falling down too. Looks odd without them.
I wish Max had a Estimated Time Feature for RTT. It sucks just sitting there waiting and not knowing when it will be done. I guess you could maybe code something, and see how long it takes to do 1 row of pixels and from there estimate. Then update every 5-10 seconds on how long it might be?
Not #1 #3 is the best compromise between less "wasted" space and quick access, and it's clear. Now I don't often change the filter option, so it could be hidden to win a bit of space like #2 (though its like 15 pixels) For #2 and 3#, I assume the search field is linked to the selected tree ?
Yeah, it's 3DC. Although I still call bull-crap on the way the guy was painting so easily and the way the textures looked so great. I painted on a 2K sized, and there wouldn't be a single time the texture looked lumpy and pixelated at an american-shot level. Your mileage may vary though, so try the demo and see.
You can create material LODs as well, as others have mentioned. On TR, we did this to reduce texture drawcalls on distant objects. When something takes up 20 pixels on your screen, it doesn't need a gloss or specular or even normal map. We'd often reduce lowest LOD objects to just diffuse.
This would be false on most platforms and engines, reducing the polycount in favor of more overdraw will rarely yield higher performance. A discarded alpha pixel still has a render cost after all. At greater distances when the quad efficiency of the triangles drop, then it might be advisable to go with a lower polycount,…
Uploaded with ImageShack.us Finished up with the scene (for now...) but, Im trying to figure out how to get rid of the white space around the figure. It's saved as a PNG and the figure was saved with transparent pixels in while in photoshop. I just need to get them transparent for the animation. (I know it's shitty but I…