Hi guys, Simple post really, looking for someone who can recreate a great 80's arcade pixel art aesthetic, but using a 3D voxel style. Job is paid, contract negotiable. Here is essentially what I'm looking for.
hey guys, everytime i place a plane and put a material on it, it is realy pixeled, so when i use a reference its real hard to see where im working. I've tried to fix this but it wont work, can anybody help me by telling how i do this ? thank.
Do you have dilation on the normal map? Thats a baking setting. It extends the pixels of the texture outside of the uv shells. Also, the place for threads about technical problems is the technical talk section of the forum. Next time, please post there.
Are you talking about the white pixels showing up on the skin surrounding the anklet? I'm new to UDK but I'd imagine its MIPing your diffuse and 2px on a 2048^2 is not going to fix that, you'd want a much thicker bleed.
Thats the problem. Also bloom is a purely additive operation. It will always brighten the color behind it, thats the entire point. But this usually isnt a problem because any pixel that blooms should generally be brighter than, or at least pretty close to white.
good stuff, face is h0t my only crit would be to paint the highlights at a more consistent pixel 'subdevision', some of the details/edges r very fine but the final highlights r fat n chunky, creating some contradiction.
Yeah, exactly! The bevels you have would in a best case scenario take up 1 or 2 pixels on the normalmap and look aliased from a distance. There will be some more disparity between the lowpoly and highpoly but it should work fine anyway.
Deselect all faces, then pack. Also, put a grid texture on your model. These grids are better than the default Checker: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Map_Grids If you use a grid with circles, it will be easier to see distortions, and pixel sizes.
Its depending on the size of the pattern.For the big one that you showed now, I would use polygons because a mask would be pixelated at that size.For the smaller that you showed earlier, I would use mask, or simple unique texture
Using multiple textures like what deathstick mentioned is a good idea. If you can't do that for this project, I recommend normalizing your UV's so that the larger surfaces get more pixels and packing your uvs more tightly.