My knowledge of normal map baking is still fairly limited, so it’s possible that I misunderstood some aspects. I’ll try to describe how I currently see it. First, here are some screenshots of the problem. LowPoly: Low Poly modifires: UV: (I have 2 udims as this model is part of the larger model of car with texel desniinity…
In this case it's not an issue of vertex resolution so much as either the resolution of Spotlight (as your eyes see it on the screen, not the actual texture resolution that is loaded), or the pixol resolution of the model on the document/screen (like how projection master works). The projection is pretty much going to…
I also wonder it too. I use 2k mostly and 4k as a rare exception. Mostly in form of long stripes 4kx512. Never worked for FPS although. A material when exported from Substance Painter always needs /2 down-scaling to be pixel to pixel efficient in my experience. Due to working not in snap to pixel integer values but rather…
If you think about what density means, it's saying that a certain amount of surface space is equal to a certain amount of pixels. If your density is 1024pixels/m that means 1m = 1024pixels. So if you divide your 1m grid into 50cm, what does that mean for your pixels? 512px = 50cm. Now think about your mesh grid. There is…
if ur using Maya, make sure to have pixel snap, and snap 1-2pixels inner the tile. If you are using a 128x128 px per square, just paint ur tile using 124x124, and u will have 2 pixels of room for padding. You will unfortauntely have to plan yourself for those things. This way you will be able to have filtering. As Noors…
Wow your pixels gifs are so awesome! im a brazilian too and im begining to make pixel art. I'd love to have the same talent as you :) I was trying to make a space marine and looking for some pixel art inspiration and found this. Congrats on your work
Project/Game Info Hello, my name is Daniel Cook. I am a game designer for a new start up company, looking for an artist to work on my current project. The project is a 2D sprite based puzzle platformer, which will be targeted for release on XBox and PC in late fall this year. The Criterion - PLEASE READ This project is…
So, apparently there's a function in Maya UV editor that's called "pixel snap", that allows to snap pixels to either corners or center of pixel of a texture, applied to material. However, what I can't figure out is whether it is possible to make Maya automatically snap all the UVs to pixels? All I see is snapping each UV…
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…