Can we some of the modular assets on their own? And I presume the lighting in WIP - though as it stands its very flat. The set is looking pretty good. Some more material work is needed to really define surfaces, and some pieces look a bit blurry (pixel density does not seem to be uniform). Looking forward to updates. -Tyler
That looks really nice, I thought you were going to replace your wall with it because of the angle it's at. I can never get high enough resolution to do high quality polypainting, always comes out pixelated. Is each block it's own subtool? How many polys are in each block either way, 2 mill?
Was mostly just to help answer one of your original questions :) HDR and tonemapping helps mitigate those white spots you were getting way back in the first version (overbright/out of range pixels); although it's good to work with tonemapping and HDR in mind, it's not necessary for putting together textures in the…
Looks good! Some graphical errors. Hanging upside down, the shadows on her looked pixelated. and I noticed some foot sliding here and there. but over all. looks fantastic. But ya. with the earlier trailers showing lots of QTE's, and from that trailer, it looks like the game may suffer a bit from lack of control /…
Did you watch the trailer? They redid everything. They just made it look how we remember it. IMO this took a lot of craft. SO bye bye shitty fire animations, hello proper animations, plus upscaled pixel graphics that didn't completely change the art direction, but complement it. It gets a :thumbup::thumbup::thumbup: from…
I remember reading something about specular not working with vertex based light maps. Do you have the Light Map Resolution for your static meshes set to something higher than 0? A resolution of 0 would force them to use per vertex light maps rather than pixel based light maps.
Latest graphic design stuff has come through, so I put together a couple of posters for the sake of it: Here's a little game, guess the geographical location of each of these factions and win yourself a 1x1 pixel unique snowflake ingame, in the snow patch of your choice! Guessing the art used will net you a double sized…
For me it was BMX Number Jump. We got a C64 one xmas. I'm sure we went without heating that winter to pay for it.......but man was it worth it to see that 20 pixel black sprite move jerkily across our 14" B&W telly every time we typed in the answer to the next exciting 'mathematical puzzle'.
http://aescripts.com/duplicate-frame-remover/ It's basically the opposite of the way security camera looks for movement. You pick some pixels and see if they change/don't change from the previous frame. If the same, then do something. In your case, remove the duplicate frames. You could also write a script to do this in…
You've got to unfold your UV's so that you have the same pixel density across the UV shell. Look up 'UV layout', 'texture stretching', etc. Any UV layout 101 tutorial should explain the reasons why you are getting more resolution in some areas and also where there is distortion (stretching).