its quite simple : you don't have enough texture resolution to bake to those UVs you just might get away with it if you snap your UVs to pixel boundaries but I wouldn't count on it (certainly wouldn't put the work in given that the UV layout is fundamentally wrong) you have 2 options - 1: bake to a much higher resolution…
You can get pretty far with Pixel Depth Offset blending and/or Runtime Virtual Textures, but typically I think these would be part of the same contiguous mesh, and the blending is done with displacement heightmaps. This is a bit more fiddly without tesselation, you might have to set up the blend in Houdini or something.…
Im actually only getting about 24fps on my pc with 1060gtx when the scene is fullscreen, I was just looking at the editor window before which is of course much smaller than the full screen pixel amount.
A google search doesn't turn up anything for me. So, I've come to my friends at polycount. Is there any way to create flipbook textures -- *For free? *quickly *That don't look like a jarlbed mash of pixels on a screen? Thanks in advance, polycount!
So I tried my hand at hand painting textures with a kind of pixelated-ish style and made some Bloodborne fanart. I'd love some feedback/cc. https://www.artstation.com/artwork/darkbeast-hunter-bloodborne-fanart [SKETCHFAB]59e5962199ac416c979faa2995cb076a[/SKETCHFAB] [SKETCHFAB]249ab7a3005c46348a803e901c4d8e4d[/SKETCHFAB]
gene, that doesn't look like an airplane! jk Looking good man, dont be afraid to exaggerate some of those details and making them bigger. So that when they bake they dont turn into a pixel dot. Keep on trucking!
I use Marmoset Toolbag 3. I think it's pretty cool, but I'm biased. By 32, 64 or 128k do you mean 32,000x32,000 pixels and up? If so, what are you doing that requires such high resolution?
Really nice! Your piece has a lot of charm to it that carries through from the original pixel art. I would separate the color of the desk from the walls as much as you can while staying true to the concept.
There is a radial gradient function in Unreal, I used that to create custom vignette and blur effects. You can set the radius of the circle, and its sharpness. For fading things out, you can measure and use pixel depth.
4 - make the roof and walls separate, and try something like this: or something else along those lines. I don't know what kind of roof and building methods you're going for. keep the pixels nice and square.