Ah, you need edge padding on your bake! :D It'll stretch the pixels around the UV borders by a certain number of pixels, avoiding the seams. Try baking with a larger edge padding and see if that works. :)
It's related to https://en.wikipedia.org/wiki/Moir%C3%A9_pattern It depends on the amount of screen pixels you have to draw a wire of the fence. If the thickness of the wire becomes smaller then one screen pixel it probably will look... fancy
So PNG opening it up in PS you will see that the actual color image will have transparent pixels, where as a targa will have fully opaque pixels with a grayscale alpha channel that masks that fully opaque data.
interesting read, kind of sad how he "gives up" pixel art. I get why, but its still sad. some great points, and a lot of cool pixel art, and nice examples though.
Hi Everyone! I am fairly new to Polycount, so I thought I'd share something I've been working on! [M4A4] Pixel Blaster: Annihilator Workshop Link There's a video and additional images on the Workshop page. I hope you like it! Feedback welcome!
that depends on the engine... i presume if the tesselation is down to near per pixel then yes there would be no need for normal mapping, but im guessing at any less than that it would have to be accompanied by it, the res has to be high enough, say your working at 8 pixels per triangle screen space (thats what that demo in…
Another suggestion, would be to take your end texture resolution into account. If you are sculpting down to more polies than your normal map has pixels you may be over doing it. :) 512 texture = 262,144 available pixels 1024 texture = 1.05 million available pixels 2048 texture = 4.2 million available pixels So with a…
I'm sorry to mention it but this layer filtering is absolutely irrelevant to the issue I am talking about . Whatever filter method you chose the "decal" is always re-interpolate it's pixels . So if you have a crack of two pixels in the normal map it would always be slightly less perfect. Just try to put a leaf from…