You'd have to have at least a 4096x4096 to have enough pixels to have just a pixel per polygon, assuming you could also have a perfect unwrap. so, yeah, you don't really need 14 million polygons for a bake.
Why do you do all your posts in that pixelated look? Looks like crap! I like the model and character though, just don't like how you ALWAYS show your stuff a weird pixelated shot. Ew.
Hello! I'm looking for a project to be part of and want to gain some experience. I have about 1 year of experience animating, but not enough with the process of making a game with it. In addition, I'm also a graphic artist and have experience making pixel art. Animations graphic design and pixel art Cheers, VoltStorm7
I think you should keep your UV unfold the way it is, you've got optimized pixel resolution through your entire model, if you unfold the way that cylinder is, you'll get a super high resolution and weird deformations on the top of the bell and shrinked pixels at the bottom...
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
It means your UV's (and UV borders especially) should be horizontal or vertical, not at an angle, so as not to induce any visible artifacts (think of the difference between a straight line made of 10 pixels and an angled line made of 10 pixels..it will look like a stair).
i googled it... probably not very effectively the pixel processor has no idea what any other pixel is doing without explicitly sampling a UV, fxmaps aren't smooth You might get vaguely close using vector warps/morphs etc.
I disagree with the comments mentioning this is fine. Mind you there are unknowns - game type, style, player perspective, projected pixel density. Assuming the scale of a military hangar/metal quonset - a unique UV isnt feasible for any kind of decent pixel density.
Is there no way to measure the pixel distance between two UVs in Max? If you where using Maya, you could easily measure this distance with my UV editor. Either way you could make a UV snapshot and measure the pixel distance in Photoshop
Heyaaaa! More updates :smiley: I did the Zapp (Jinx's W), as a lava/pixel lamp. Since it's a Cyberpop thing, I decided to turn the lava into pixels so it fits more the actual skin theme. Gotta do more views soon!