It's not about any specific map. It's just about having a pattern or texture with enough contrast so it lets you see what would end up being individual pixels in your target resolution. For example, a checker map is procedural, but if you tile one checker pair 1024 times, the indidivual squares will be equivalent to 1…
this is kinda random but illustrates what polycount could be: pixel forum: http://www.pixeljoint.com/forum/ pixel gallery: http://www.pixeljoint.com/ Replace the word pixel for player model
I think I see what's happening here. Okay so I tried to replicate what you're attempting to do. Correct me if I misunderstood. First I create 3 1m squares with variations as my modular pieces. I have a flat square, a sloped square, and a corner for the sloped squares when they meet. These are the R, G, and B pieces. Then I…
Keep in mind it's fuzzy math and not a precise calculation that needs to be perfectly nailed, getting close enough is fan-tastic. Another way to think about texel density is in unique surface area, that you need to cover an object. Like wrapping a present, how much wrapping paper do you need to cover an object. Come up…
it's a bit beyond what you can do with a stateless pixel shader effect afaik. standard curvature is doable with a sobel (like) filter but this needs to consider a much larger range if you want to mask by a specific normal direction though - just dot(normal, other normal)
sounds pretty good what Rob and Xenobond said. alphatest = 0/1 decision is fast and can be treated same as regular geometry. It's also compatible with deferred shading, if the engine does that sort of stuff. Ie. no worries. alphablend = the "sorting" issue as mentioned. Basically Rob summed all the sorting options, whether…
Hello, it's me again, i did had one of the worst crisis about what i want to learn last week, i do plan to start learning game development as well and was really thinking about migrating to pixel art instead of 3d sculpting. The thing is while i was doing some pixel art(i did a bit of it in the past like i said in the…
First, start with this: http://polycount.com/discussion/comment/2571163/#Comment_2571163 It is absolutely critical that you understand the difference between the 2d document and the 3d tool. Forget sculpting videos until you first understand that zbrush is basically a 3d model floating on top of a 2d painting program.…
The count of tris is not as important as it was 10 years back. Occlusion culling will be done on a very crude level of detail (e.g. a whole characters). The most basic and efficient culling approaches are still zbuffer (early z-buffer hardware + z-pre pass) and backface culling. Keeping this in mind and that pixel shaders…
[ QUOTE ] It will be interesting to see how actual running builds of the game look, on real systems, i have this nagging feeling that you'll have all this unique detail, but it will end up blurry as hell because of the nature of the tech. But maybe theres something fundamental i'm just not understanding here? [/ QUOTE ] If…