Well if you optimize yourself you'll get smaller texels = less pixelated look. If UT does it, you'll likely end up with something like: which wastes a bit of space. It's not a huge difference though. And seeing as this is only for a PF and not a highly optimized game, you can just opt to render out a huge lightmap for…
awsome improvement, now the big thing other than color that bugs me is the contrast in your texture resolution. look at the ground compared to the stone in the wall. one is "soft" then the other one is harsh and very pixelated. keep it up. Also giving it some foundation to the base will make it look like it was actually…
Artist obsessive... you don't say, i don't think we do that... Hmm that triangle is looking at funny let me move it a pixel. LOL :D I think obsession can be a double edge sword. It's good to be into your work but if you can't get your project done because you are over thinking things then it's a waste of time.
I remember back in the day when 800pix wide website died, there was a certain rule to follow when designing a 1024pix layout. Like, nothing should be wider than 998 pixels or something. That number was taking all the different browser in account regarding scroll bars thicknes, window border aso and hence was "1024pix…
Cool thankyou , I applied in the end the color range technique and I was surprised that even if I got many pixels out the texture decal itself blended enough well on the terrain details at least I think so .... Sorry for making too many threads I ll make just one next and post n the suggested place ...
Both incorrect. It's in 4x4 blocks (16 pixels). DXT only stores two colors per block and interpolates the others, using 2 intermediate colors for DXT1, and either 4 or 6 (can't recall) for DXT2/3/4/5. Edit... made a quick edit of the page. Super busy, working the weekend in fact, but hope to add more later.
You can't get white diffuse if its green in your texture, you know. Then maybe you don't have enough padding. If so, then showing your maps would help to find an other solution. A few pixels of padding isn't always enough btw, because of the mipmapping. Is it looks the same bad on the render when you render it zoomed in?
Okay I've figured out what the problem is but I don't have a solution. When snap is turned on I can snap to grid with a marquee select, when snap is turned off I can snap to grid with the paint brush, anyone got any ideas this is extremely annoying having to enable and disable snap to select vs move pixels.
Be careful about having edges that sharp, if you are baking down to a low poly the bake won't turn out very well, especially if you are baking with smoothing groups and are using a game res texture. You'll have like 1 pixel of normal map detail for that tiny edge, and when it gets downrezed or mip mapped it will disappear…
I'm not sure about this, but there's a tool called 'PSD Path Unwrapper' that sounds like it might be of use. It exports your uvw layout as a path, so you can zoom in as far as you like in photoshop and it will always display perfect, single pixel linework, not the jaggy ass templates like texporter or max makes. That's the…