Mmh wouldn't you just have to specify the proper ratio in the unwrap.pack spacing ? If you get the resolution of your map, let's say 2048, and want a padding of 8 pixels, set spacing to 8/2048 (0.004) Also take a look at http://www.polytools3d.com/polyunwrapper/index.html It's a nice tool, and it packs by pixel. Not sure…
I actually figured out a way of doing this that works pretty well. If you can ballpark the uvs so that they are roughly overlapping then you can scale the group of shells up or down so that each group of corresponding verts is roughly inside 1 pixel. Then use the pixel snap feature in textools. After that relax the result…
I used variation of exploding method - fifth wheel that is away from the car, just far enough to not get affected by chassis. Other wheels have their UVs moved 1 tile away so they won't affect baking, but use same texture area. Imho only good reason to have a wheel on its own texture is to allow more details/pixels.
Science: The resolution is perfectly fine, I don't think it'll even be possible to see all the pixels when this thing hits the 720p screen. The pixel density seems a bit higher where you'd see it from a first person perspective, which makes sense as that's where you'll want detail without having to blow up the texture…
Compression is not the problem here, the problem is that the resolution is being made smaller. Compare the size of the pixels on the left (photoshop) and on the right (in the UDK). On the right the texture size seems closer to 256 pixels than 1024. Defering compression doesn't help because the texture size still appears to…
How did you make those two images to post here, are they screenshots, photos? They clearly look different. I don't think any color calibration from the OS settings or from the monitor settings would change the data in the pixels themselves, only how they are displayed. Try sampling the same pixels in the two images and see…
yea, thats what i mean.. Sorry for my confusing english ;) i want create buildings that use an isometric view like anno or starcraft, i know how to set the camers up, but i cant create the "tiny" style.. (in the internet there allways tuts about pixel art, i wont high poly buildings not pixel art )
aicon: Whoa, cool stuff aicon! Sorry that I haven't been around that much, was suddenly dragged into a hobby project making 2d pixel graphics. So been getting into animations with 32x32 and 64x64 pixel sprites. Fun stuff =D Sellsword dudette. Left in "screenshots" of the workprogress, would love to see how you guys work!
OK, so the water was from a pack. However, saying that the filename for an "imp" light was meaning "impact" doesn't explain the fact that the majority of their "lights" texture folder is pixel-for-pixel identical to Doom3's lights folder. Still waiting to hear more about that one, it could well be that the light textures…
It looks like you have a very fine bevel, which then uses very few pixels in the UV layout. I imagine if you increase the resolution of the texture this problem would improve or go away. You could also increase the size of the bevels, and increase their uv usage as well. But the root cause is likely that you don't have…