It'd hard to judge, but it looks like your pixel density for the beige vase is unbalanced, granting far more pixels to the hole on top than the detail on the sides. Maybe consider mirroring two sides of the vase to allocate more space for the detail? I'm not sure. The texture space just seems kind of inefficient right now
@poopipe Since I haven't worked with LOD's yet, but will do in the future, texture Mip's will be needed. What is the problem with auto layouted maps in comparison to normal ones for MIP's? Shouldn't the only problem be to less pixel padding between texture Islands (which I took into consideration (2k Map = 16 Pixel Shell…
this is cool! I dont think it needs the blood, a blood mode is a cool idea. Perhaps you could add some bigger electronic vfx or sparks vfx on enemies when you hit them instead of blood? there seems to be small black pixels and white pixels popping off at the moment but they are pretty hard to see. Good luck!
you need to divide it by 5 :P another thing that might be good to do but not actually necessary with a blur that small is to use the actual size of a pixel to offset or you get a squashed blur and "halo"ing effects. just divide 1 by the horizontal and vertical screen resolution and multiply the result by however many…
thanks again! i did check the uv distribution with a checker material and right now everything gets equal pixel attention (or whatever you call that) I thought about resising the head uv's but they now have exactly as much pixels si i figured it to be ok. Thanks again.. i'll first rework the model a bit.
if you want to make a per pixel lighting and non per pixel lighting versions then why have you mixed the textures of both types together? both types of engine require completely different textures to each other. also by now it should be possible to automatically generate the old generation textures from the new generation…
You've given the cigar way more UV space than it really needs. The butt end has nearly the same pixel density as the face. Instead of sacrificing pixel density to keep the face and helmet as a whole, seperate the two and scale up their UVs. You'll make much better use of your textute page this way.
My Coworker's machines show this bug where the leaves have white pixels that do not get smaller at a distance. When you are up close, just a few pixels of white is not noticeable. At a distance it can cover the whole tree. My thought is this is a hardware issue- they are on older cards or integrated graphics. Anyone else…
Your source file has transparent pixels along with having an alpha channel. Photoshop should be auto-filling transparent pixels in the RGB channels as white for a .tga. It's not a big issue with the files but you'll get color bleeding when in lower mips. It's a good practice to keep a bottom layer with a color fill or…
I would be very surprised if it didnt dilate the bake results... If it didnt then having uvs aligned to the edge of pixels would result in filter seams (assuming its using the center of the pixel for sampling). The actual problem is probably more to do with its internal uv packing. Maybe pushing "unrounded" verts outside…