to add.. it's not just about alpha-blended surfaces (those are hard anyway) Proper support for alpha-clip / alpha-test on the source mesh is a really useful thing that very few bakers have. ie. The ability to render through clipped pixels in the materials on the source mesh and capture underlying opaque pixels. Use cases…
I tried to ask GPT to do me a script . The problem was the scripting doesn't have access to gradient editor. It could sample and make a pixel stripe but then you would have to use default gradient capture in cloud library panel . Although they have new UPX scripting now, maybe it could but chatGPT couldn't write me a…
Hi there! I am looking for a 2d graphic artist, who can bring my new game to life. The graphics, I want, is hand painted/cartoony graphics, and they will be used in the game engine Unity. What I need: 6 wall textures Size: 512x512 pixels 3 floor textures Size: 512x512 pixels A main menu background Size: 1024x512 pixels 6…
Yeah that's almost right - 1-bit alpha also causes overdraw on every pixel, even the opaque ones. With 8-bit alpha opaque pixels are just as expensive as partially transparent pixels. When it gets expensive, is when you have several layers of alpha cards on top of each other - because with opaque pixels, the render does…
I need to make an edge detector for normal maps in the material editor. I’ve figured out how it would do it in theory. It would look at the Red channel and it will look at each pixel and then it’s neighboring 8 pixels. If one of them is significantly brighter or darker from a certain range that I can set, it will be turned…
Right off the bat, I have a very small budget for this. I'm working on a 2D game that only has a single member on the team - me. And I'm a lot better at coding than I am drawing. Payment / Sheet I have very little money to spare, but I still want to pay someone for this work so I am very open to negotiating. Payment can be…
Sorry guys I googled this and found some explinations but I still cant find out how this works; Im trying to make a "beauty shot/final render" of a model ive been working on for the last few days, by exporting it to photoshop and buttering it up. however, All ive been able to come up with is this nasty pixilated product…
I've looked into it before and AFAIK none of that is really exposed in unity, at least for texture modifications (meshes etc, sure) if you know otherwise I'd appreciate any info you have or a point in the right direction :) the 'smeared edges' you see is a 5pixel margin around UV islands filled with the nearest projected…
"the real beauty of working on 'not bitmaps' is that you can do an awful lot of very silly things that just aren't possible when you're working with static grids of pixels. " I am using bitmaps though? Pixel operations are still king when it comes to painting apps imo. Things like smudging or sharpening becomes impossible…
That´s a bit too broad and Imo depends on what OS you want or need it for. If you need perpetual licenses, portable version(s) etc. What features and file formats you want/need. As an example; Affinity Photo is only available on Apple devices and Windows systems. https://affinity.serif.com/en-gb/photo/ DDS file format is…