Thanks for all the interest. We have nailed down our concept artist and 2d background artist. We still are in need of someone for our sprite animations. If you are interested, then an email with an example of a few frames of animation will help much. A human in our game is 100 pixels high and 40 pixels wide, so there is…
The normal map as it is right now. There are a couple of obvious errors resulting from intersecting geometry, namely the protruding dish and the flip screen on the right, but it's the pixelation on the floating geometry and the black edging on the dish that's bothering me. I went back to the low poly mesh and beveled the…
A texel is a pixel in 3d-space. So the only thing relevant is the size of the pixel in uv-space of the model and the size of the model in 3d-space. The amount of textures is irrelevant as long as you don't want to calculate something else. When this is clear and you can calculate it by hand you can use a calculator to save…
Such tiny model previews! The meat monster image isn't even 200x250 pixels! You're adhering to a 768 pixel width for the main column, which is rather outdated. And of those 768 you spend about 256 (a third!) on whitespace! Exclamation! You seriously need to make your images larger. Even in the 2D/sketch area, moar…
Hi, The jagged edges is pixelation due to the baker trying to define a circle with less pixels than would be desired. The options are - - Check in the Painter bake settings it's baking at the right size. Just because the file is 2048 doesn't mean it's baking this there's a separate drop down box. - Increase the UV space…
I somehow agree that something should be done with the moss, but let that be an issue if he finishes in time. I myself dont like the idea of using opacity on a layered material because that kills your performance especially if you have a whole forest covered in it. If i understand the procedure correctly, the renderer has…
That is awesome advice Perna. I try to always think of model size compared to the player, and the amount of pixels that are going to picked up by the normal map. If you are modeling a cylinder with hole punched through it that is the size of the player then yea make a nice round cylinder. But if these holes in the object…
The size of the texture is in relation of how you consistently you distribute the pixel density of your scene, meaning, your wall and your piano must have the same amount pixels when you view them in your engine. In terms of map size, it is ussualy best work double the size of the original target map size on the engine. It…
blankslatejoe: The sound is not emulated due to the time constraints of our development combined with the huge optimisation that comes with not emulating the sound. The emulator handles all the processing internally and allows output of raw pixel data, we then simply map and update a texture with those new pixel values and…
I'm not sure that's true. One material with 2 textures is 1 draw call. Two materials with 1 texture each is 2 draw calls. And in forward rendering, that's also an extra draw call per material per per-pixel light (so for 2 per-pixel lights, we're now at 2 draw calls and 4 draw calls, respectively). And, depending on the…