Try to scale your UV islands evenly... Some parts (I suppose the door knob?) are very small on the lightmap layout, might be 1 or 2 pixels depending on your resolution. Also, you don't have to leave empty space around the edges of the map, lightmaps are clamped to 0-1 so no bleeding there.
Just one final tip i use : I bake the textures on 4k or 8k. Then i use sharpen tool inside photoshop and then i scale them down to 1k. This way you manage to preserve a near 4k pixel quality on a 1k size texture. Time for some few hours sleep zZzZzz
Good job! pretty cool it had a bit of everything in the video. lighting,vfx , animation, modeling, etc. really like the big picture of the it all. Couple things really stood out is how clean the surface of the metal was( texture and geo ) and pixelation on the rocks( especially when comparing between the clean lines and…
Yeah, I think Arvin got 2 materials that could be used as an almost final handpainted style, and then people could tweak that idea more. Certainly with the new pixel processor people can try doing something there that could be ideal. I'm still not that far advanced to know how to. But I believe it could be possible.
Sometimes you see a model/skin that makes your jaw drop, a good exercise is to completely try to copy that model to the pixel it is made of :P , so you get a better understanding of the techniques and tricks the original author uses.(ps: I dont know if this would work for anyone else, but it really helped me)
Bigger textures! (1024x for 10ft walls and try to keep the pixel density the same as that) You need some next gen stuff too. To entice all different kinds of company's its best to make a divers selection of locations. Good standards are: scifi/techo lab modern city street forest something old
This is a total guess but I am fairly sure an artist had to help with that. An engineer developed the tools that helped the artist tie his little models of switches flipping to user control in the engine. The type of art that real hardcore engineer nerds make is most likely not much more than 2-bit pixel art.
image stabilization and how the colors turn out are the major things to be looking for in reviews. 10 mega pixels is worthless with shitty image stabilization. Its all about how good of a picture you can get with the least amount of work. Yet also allowing you to fine tune the settings to what you like.
¡Hola! I'm Victor Santos, I've been working as a game artist for the past 8 years and I'm also making indie games on my spare time with my brother Sergio. So I will keep this up to date not only with my artworks but with my indie dev side project as Knitted Pixels co-founder. I hope you like it! :)
Hey. Whenever I bake out a lightmap in Render to Texture in 3dsMax 2009 using the Advanced Lighting setup i get pixel-sized tiny red dots spread out randomly in the finished baking. The models lowpoly shell and projection cage is finetuned and these spots seem completely random out-of-control like? Any know about this?