thx pyrzern ... looking cool man .. well distributed pixels there jimmyrustler : thx man . im flattered :poly136: of course feel free . it still needs adjustments ... right now the belt can easily fall off the iron piece haha need to fix that . glad ur joining BTW
Those are smoothing groups. The shading is per-vertex. Add more geometry, and they won't be as bad. When you render, the shading is per-pixel I think. Turbosmooth the model, you'll see, you won't see any more "strange dark lines", which aren't strange at all. It's normal.
Talking about my currently in development project Hunter's Tale ( a pixel art sort of Monster Hunter), these are some test for the animations (I'm not an animator actually, but I try my best) of the giant toad "boss" Also, something from my old sketchbook level design for uncharted3pixelart project
@RedLehari Do you have pixel offset on by chance? If you do, remove that. Also yes meshes are merged on export, i generally keep them separate in Maya so i can run some scripts on them, I recommend using transfer attributes to speed through things.
Traditional Bump Maps only shade pixels on one axis whereas Normal Maps can shade on all three axis. Bump Maps are generally better for finer details like skin pores and wrinkles. Normal Maps are far more popular in games than other forms of CG.
Hello Mike, We're switching from the xeon boxes we had when you were with us to high end I7s for the next gen stuff. 32-64gb ram depending on the person and gtx680s for pixel pushing. Ill leave you to figure out who I am :p
Tiny Warrior of might and valor fight for us! you tiny 2 legged fiercest warrior. -but looks good if your going for a blizzard style don't work off 2d pixel art. most blizzard stuff is in the textures so i would work off reference that has those
Thats just how normal maps work, the traced pixel is either on one side or the other side of your border, if you want to get rid of the waviness the highres and the lowres have to have the same number of sides, however that does not necesarilly give you a better looking end result.
Your alpha dots are too large and close together, so the shell trick is breaking down on the extreme angles (the edges). Try running a maximize filter on your alpha map (it shrinks all white portions by single pixel increments) or just repaint them with smaller dots. Looks cute.
The weapons look great. I'm not a firearms expect so I can't comment on their structuring. What engine are the destroyed city shots from? I'm asking because I've noticed a few areas where the pixel density is inconsistant - mainly the fallen debris versus the density of the road and wall textures.