I have been full time on wrench for roughly 3 years, the majority of those production hours are on screen in this 16k pixel wide wall paper: 22mb image warning>
http://wrenchgame.com/somanyparts16.jpg
This is sort of like Enter the Pixel - its for professionals only with released content. We have as many pro's here at Polycount as we do students, so don't be surprised if/when this sort of news pops up ;)
For those interested I did manage to work this out using uvs as the mask. Shader preview @4:26 [ame=" https://www.youtube.com/watch?v=FtRZ0BjO4Rg"]Pixel/Cube Ocean Shader - YouTube[/ame]
also - make the xnormal dilation into an action which runs 2 or 3 times at 32 pixels - it saves the lag of the preview loading up, and gives you a wider pad much faster. Bung it on a hotkey. :D
Solid animations all round Muzz I'm no animator (not even close), but I've played with animating paintings/trying pixel art before, just for fun. Something about it coming to life makes it all worth it.
If you don't want the wood grain patterns to match up with neighbor planks you can use a vector offset node like explained in this pixel processor tutorial: https://www.youtube.com/watch?v=SItBOrWIhNU
Blender expects you to use units of pixels rather than images. Just type "gx256<Return>" to offset your UVs, with normalized coordinates off, and you shouldn't have any problems with UV precision.
Soooooo AWESOME! Thanks a lot. This game was a great artistic inspiration for me this year. Worth every pixel and poly for my eyes to feast on! "Skiffy the Junkyard monster prances around in the fields with pure poly glee!"
Bake first pass. There are a few small errors I need to fix, and I can eek out about 20% more pixel density with another UV packing pass. Bonus: Low poly wires!
working on the emissive layers for the screen and keyboard light. using the pixelated texture to highlight the lighting, and with the keyboard lamp, I wanted to show some kind of dirt/wet damage inside the actual plastic bulb cover.