[ QUOTE ] [ QUOTE ] any alphad object that doesnt have pure black at the edge of its uvs so a faint square is visible [/ QUOTE ] That's what i meant. You just explained it far better than me [/ QUOTE ] aah I thought you meant on foliage where people do careless 1 bit alphas and pixels end up floating in mid air- I choose…
Common in the Industry: "We are now owned by EA..." Common in Training Videos: "Oops, that's not what I meant to do. Ignore what I just did." Contests and Challenges: "Hey, Bobo...when are we going to see an update?" :) Pimping and Previews: "Check out my latest gargoyle" - CheapAlert "Please critique my space marine..."…
Yep, looks great, awesome sculpting! I think the unwrap is what did you in. You could probably do it in half the space and capture a bit more detail by straightening out the UV's so the pixels are in straight rows. Also some of the waves around the rivets should be minimized and cleaned up. It's understandable but totally…
Seforin, glad I could help someone. And on my first post, too! Sage, thanks for the link. I'll have to check that out. I'm still having a heck of a time painting at this res. Even the one pixel pencil makes a line about as thick as two eyebrows on my model's face. I'm not quite sure how people are doing this, but I'll…
My first game art (long lost, many computers and hard drives ago) was attaching Quake's Grenade model to an elongated Shotgun model, exporting it from QME, and calling it a sniper rifle Then I opened one of Warcraft 2's elf sprites in Paint Shop Pro and pixel-painted in a hood onto his cloak on every frame so the Ranger…
The point of setting a texel density number is to ensure that each pixel is the same size in world space. At 5.12 px/cm a 512x512 texture covers 100x100cm A 1024x1024 covers 200x200cm Doubling texture size without adjusting UVs doubles texel density Doubling UV scale without adjusting texture size will halve Tezel density…
Hi! I'd say aligning UV borders to pixel grid whenever it makes sense is a good practice for games, as it will minimize seams showing with lower texture resolution (mipmapping). With offline rendering, where one can use more, higher resolution textures it becomes less relevant imo. I believe stretching with decals depends…
~ The problem with the original iPad was that it could perform as smoothly as the iPhone 4. Games played so much smoother on the iPhone because they only had to deal with a smaller tighter screen, instead of rendering everything on some massive screen with a fuckton of pixels, without any real power to compensate for it.…
Great progress! Good idea including an in-game-like shot. I have to agree with Shrike that the values of the ankle hinge is really throwing off the values, especially from the top down view. The character really loses a sense of depth. It may be worth redoing the UVs for this. Finally, while the cigar is awesome, I'm not…
zbrush retopo is too slow and clunky to do everything inside zbrush. The lack of precision is a problem as well. As far as using it in production, you just need to learn when you are sculpting needless detail, if you are spending alot of time sculpting details that bake out to 1x1 pixel you're wasting time. As far as the…