your background green is much much lighter than any green in the texture, either darken the green in the background to the same color, or select your alpha channel and contract by a pixel or 2 and fill those pixels with black in the alpha.. its caused by the liner filtering. you can also change your viewport driver setup…
I second the page-flipping method, you can do it with two layers on Photoshop, toggling the visibility of the top one. This is the easiest and best method. Just for completeness, you can also try loading the two images into Blender and using a Python script to create a third image with just the pixels that don't match.…
[ QUOTE ] lol, considdering that 6x4 photos are saturated at 4/5million, A4 size at 6/7million, and A3 at 8/10million pixels, i cant see any practical use for that many pixels in a camera. [/ QUOTE ] What if you want to print something at hires on this thing:…
To expand on that. You can also record a photoshop action that quickly separates the fill color from the edge color and places them on different layers. If you do this I suggest using tga's because they are uncompressed and its a pixel perfect match. I also suggest using the action to grow the fill color a few pixels…
Does someone know why using the sharpen option in Photoshoo it will add sometime some blue pixels between 2 zone of very different color? I would like to understand technicaly what heppened or what Photoshop will do when it converts the normal picture pixels to the Sharpen version. Maybe could help me to erase the problem…
Updated the uvs, I applied the checker texture. Also checked in uv editor with the checkers on and tried to pad everything with 3 pixels around each uv cluster. 1 checker = 4 pixels The reason I'm updating this so often is, I'm a new artist and not completely sure if everything I do is exactly right (: I'm going to texture…
Your lightmap resolution is probably too low. Some of those thin islands don't even get 1 pixel if you have 32x32. This is what UDk has to work with, this is your lightmap: So the big blotches you see there is half a pixel :) So try out a bigger lightmap, oer perhaps vertex lighting( just set resolution to 0 to turn on…
@PogoP - Yeah I have to agree with you on that. I think it would be wise to use a 2048x2048. Well after baking the normals I found that other areas were lacking pixel density, so I symmetry some objects to address those areas. I repacked and gave more pixel density to more of the important objects. Second times the…
Alpha-Testing Contrary to the desktop, alpha-testing (or use of discard / clip operation in pixel shader) is very expensive on iOS. If you can replace your alpha-test shader with alpha-blend, do so. If you absolutely need to use alpha-testing, then you should keep areas of visible alpha-tested pixels to a minimum. (I…
well if you're making a texture for a game, there are two main factors that will determine your texture size. The first is how big the object will be on screen and the second is your memory budget. Ideally you want the texels (pixels on the model itself) to be about the same size as your screen pixels, but of course we…