That's very interesting. Another approach, if you're certain that every pixel in the textures except the cracks match, is to write a simple GIMP Python-Fu script to compare each pixel in two layers and make a third layer with the pixels that don't match (based on one of the layers, like the topmost one for example).
I will keep it simple, I make anything pixel art related. Check out some of my work here: https://ko-fi.com/joe777/gallery. Message me at alax7310@gmail.com or add me on discord Joe7#0098 and we may discus at length.
Woow!! @pixelpatron I like it, it changes dramatically, but the aim of this project was to get as close as possible to the concept, I tried to do a pixel to pixel render of the concept art.
Hi there, I have recently moved into texturing for games and wondering what is the margin of black pixels (Dead pixels) when texturing. As I find mixed up opinion regarding covering up the entire texture space with color info vs unwrapping objec UV in large chunks to cover 0 to 1 UV space more. So I would like to know your…
You can change vertex size in Blender by scrolling down in the Themes menu in Preferences. The default is 3 pixels, which feels very close to the tiny object origin in size. I doubled that value to 6, which is closer to Modo's default vertex size and also makes it easier to select vertices.
I'm pretty sure you have to specify an output size if the graph is relative-to-parent - I'd expect the same to be true for bit depth. there's not really anything useful you can do to simplify the pixel processor you only need the pixel processor though, the rgba split/merge stuff is redundant cos the pixel processor is…
I'm doing some pixel art and it'd save me a lot of time if I could use rotate, resize, distort and whatnot without having the pixels automatically antialias. Is there a way to do this?