From that angle id just paint the holes in the diffuse as black. On even an ipad youll probably never see them bigger than a pixel anyway. Im not that experienced on unity as we use a propriety engine at work but as a rule it seems the only time its really cheaper to use alpha than a mesh on phones is for stuff like…
Ok, so I answered my own question, cutting the edge and leaving no gap produces the same results(maybe?) but there is still that one pixel edge of hardlines in the normal map and this is with no smoothing groups. So do I just try to blur this in photoshop, leave as in and accept there will be a hard edge that will most…
Okay I've figured out what the problem is but I don't have a solution. When snap is turned on I can snap to grid with a marquee select, when snap is turned off I can snap to grid with the paint brush, anyone got any ideas this is extremely annoying having to enable and disable snap to select vs move pixels.
If you left click scale or move, the object is recentered at it's initial drawsize or fitted to screen, can't remember which. Scale doesn't affect the size of the object when exporting but seems to be the only way of blowing up regions without revolting pixellation. But naa that never happened to me, just switch between…
You are using 32 bits per channel (bpc) instead of 32 bits per pixel (bpp). 32bpc color depth is usually only for HDR imaging, games mostly don't support it. To fix it, go to the Image menu, Mode flyout, and choose 8 Bits/Channel. 8 red + 8 green + 8 blue + 8 alpha = 32bpp.
Just uncheck override lightmap resolution flag. The number will only be used if this flag is checked, otherwise don't worry about it. For super small assets, a 16 or 32 pixel lightmap may actually look worse than being vertex lit. Be sure to bake and then look at it in 'Lighting Only' mode to see if your lightmaps are…
I find my 9x12s at home and at work too big for what I do (mostly coloring work, I don't even use it for pixel work) I should've gotten x 6x8. Also there's widescreen versions out now too... so match the aspect ratio on your monitor best you can for more comfort.
Artist obsessive... you don't say, i don't think we do that... Hmm that triangle is looking at funny let me move it a pixel. LOL :D I think obsession can be a double edge sword. It's good to be into your work but if you can't get your project done because you are over thinking things then it's a waste of time.
We are creating a animal model that has fur for a new game. We are creating it in Blender and will import it to Unity. We are going for an midpoly aesthetic similar to Breath of the Wild/Everwild We are trying to create a fur texture on the mesh but it keeps coming out odd and too pixelated. Can someone share an…
Ptex does work only good with low polycount objects optimized for subD. Its made for Disney Style. Making UVS for complex stuff is just part of the game if you work for Film. This robot here will need some UDIMs to get a decent pixel density. But first you have to create clean unfolded UVs.