I love me some Chrono Trigger! I think you might need to drop down few subdivision levels and rough out the basic forms a bit more. Seconding what Needles said try to stick closer to what's in the pixel art. The chest in particular sticks out as being a bit too different from what's in the reference you have. Im thinking…
Looks like the ability to iterate through a list of lights rather than performing additive passes in normal forward (as iterating through non-fixed list lengths was slow or impossible on most older hardware) and allowing better control over the final pixel colour than deferred. Performance might be better than deferred…
Color is coming :) I started laying out UVs and creating basic color maps to balance my color palette. Seeing as I'm recreating a real life location, how much should I let that dictate the colors? Should I change some of the materials to fit into a more limited color scheme? Also, for the first time I'm pixel snapping my…
It doesn't work with a vertex shader - all you'd get is the UVs at each vertex being warped, rather than per-pixel. But the particle systems use fragment shaders anyway, so it works exactly as it does with the code that Tekk gave you (and that I gave you on the Unity forums). That said, if you've got atlased textures on…
Well, Valve does say in their design docs that normal maps have a minimal effect in game due to lighting. However it's the AO, bent, lightmap bakes that really will make those details pop. The normal will mostly pop in the specular and rim lighting masks. But even with geo like you have in game you're only going to see a…
Some of these review snippets are too funny: "A ponderous, smothering, over-pixelated zeppelin crash of a movie scored by a choir that sounds like it's being drowned in lava." "It's like putting your head in a beehive for two and a half hours." "The movie has a bullying, hostile tone that comes through in the surly…
NO update this time, but i have a problem that i never had before. PROBLEM: as u can see in the image below, i have these blocky dots on my texture, which ruin the whole texture. they are larger than the pixel size, which i find weird. does anybody have an idea how that can be fixed? or maybe is my display odd and u dont…
for what? i mean 2d or 3d, and which export format and whatsoever [offtopic] also photoshop filter work "the normal way" which means it leaves out the outer rim (as large as half the matrix it uses) unfiltered, but for tilable textures it would be awesome to modulo the position by the size of the picture, so that a 3x3…
An object space map is just a matter of adding a "Shading Normal" render output and checking ON the "Remap Pixels" box in it's properties. Then bake from one object to the other and it should work. I always use "Render -> Bake From Object To Render Outputs" in MODO. And I set up a morph map bake cage to use instead of…
EQ is right, you really won't gain anything from using tessellation on hard surfaces. Also you cannot use a displacement instead of a normal map, they have to be used together. Displacement doesn't affect lighting only shadowing and silhouette so you still need a normal map to get per-pixel lighting changes. Also Pn cracks…