Hey-yall. Recently our studio has be cranking on particle fx- and a big part of that has been making fx sheets. Something that would help out our mipping greatly is the ability to pad the pixels on the alpha mapped edges with pixels of the same color. anyone know anything?
ah wii, I think its fixed function pipeline will not allow that much arithmetic ops on the pixel stage, so you guys probably will flip the light direction in vertex-stage and then pass to pixel.
Oops! Yeah 4X is what I meant not the 8X I mentioned earlier. You want to down sample 4 pixels into 1 pixel, so a 256 result would require a 1024 bake.
Wanted starting to mess around with pixel art a bit so I followed a tutorial over on the pixel art thread to make a boulder. The right is the original size of 64x64 and the one on the left is enlarged to 256x256.
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
Its a little weird to me that you can only do things on vertex level. But I'm starting to get used to it. Coming from pixel shaders, it would be more convinient if you could access data directly from pixels.
This isn't how most modular game assets are designed. Instead, choose a pixel density to work towards, and use that as a rough guide when creating each individual asset. For example 4 pixels per centimeter, or whatever you decide.
In 2011 you have the Marker pixel display to default 20, but in 2016 you have it set to 23. My guess is it's a visual thing as you have the pixels at an odd number. Set it back to the default 20 and see what happens.
I started streaming the creation of my pixel art game. Currently doing sprites. If you want to see a very fast pixel artist work, come and pop in. http://www.hitbox.tv/muzz Should be live for 4-5 hrs
I came across this old 72hr pixellation game comp entry from me old pixel days, crashs thread reminded me.. http://www.spheredev.net/wiki/Migget_Chainsaw_Hands I did character/effects animations, and music/sfx