Yes, I know the one you mean. I was just joking, meaning that Max unwrap mod has a rescale elements button that normalises the texel density. This can also be set up in the packing options so that it happens when you run a custom pack. These buttons scale all uv shells proportionally so that they will all receive equal…
Great face, but I feel like there's a lot wrong with the hair. What kind of material setup are you using? All of Epic's games (cough, the canceled Paragon) use a setup where every other hair pixel is switched off every other frame. When combined with temporal AA this gives a slightly fuzzy, but otherwise much more…
thanks for the heads up. My friend was complaining to me last night about L4D2 crashing on him, he sent me a pic to of what happens before it crashes. It was duplicating UI items all over the screen, and then 4x4 pixel distrotion boxes would appear. Looked like a zombie filled checker board. I'll post a pic once I get home.
you mean chromatic aberration ? what software are you using to save out these images, and where exactly did you turn that feature on ? this is the noise he was asking about: same pixelation problem here: you have have lot of texture seams, mesh holes and some intersecting mesh problems in your models: also, your texture…
Doing it with geometry will get you the same artifacts. You can get rid of the artifacts by modifying the remapping rectangle to be half a pixel shorter on each side. You could also do something more complicated with custom bilinear filtering at the edges if you really want it to be 100% accurate. Edit: Oh you mean the…
This is definitely true. I guess a big struggle I'm facing is that I kinda fell into pixel art and it's something I enjoy and people are willing to comission me for it. But, my current day job has me doing 3D and with how fast 3D is evolving I feel like I'm constantly playing catch up. Either way solid advice so really…
well the floor lighting thing is probably because of low res lightmaps and/or bad lightmap uvs. If the lightmaps are low enough you might not notice the artifacts, but once you get some more pixels they start to show up. Check the lightmap uvs on the floor mesh. Also do you really need to lightmap the floor? It looks like…
Looks pretty cool man. I agree though that it needs more color. Can start with green in the cracks, denoting some sort of mold or whatnot. Also, I'm not sure 100%, but it seems like you have a bunch of wasted space in the texture on the bottom-left. You could just stretch that piece on the left all the way down to gain…
Your poly work is getting better with time, but i see your color pallets and flat yet high-res textures hurt. When doing low poly work like this, in order to scale the textures to look good with the models a lot of people do the texture work with low pixel/aspect ratios. Maybe that is something to look into? nevertheless…
Gorgeous stuff. For some reason there is something very special about that pixelated and low res look - I am not sure if this is just because of nostalgia or thanks to the impressionist quality that comes with the limitation - but it's there. I also remember the baked-in cast shadows on the main character in MDK as being…