Hello everybody, my question is simple (or not ><): What texel ratio (pixel ratio/texel density/pixel density or whatever you call it) should I use for a PS4/One game ??? In easy words : how much pixels should I use for 1 meter in my game ? Taking in consideration my goal is to push the quality as far as possible, to have…
Does anyone know why my polypaint texture is pixelated when I press "New from Polypaint" in Zbrush? I Projected the polypaint information from a higher resolution model I polypainted on and used this tutorial. https://www.youtube.com/watch?v=gR0v8dLw77c
Isn't that a solution for an overdraw problem? I mean if you put a giant number in it - "transparent" pixels will be behind a skybox and theoretically do not render at all, while a shader will remain opaque. Am I correct? Or I misunderstand something?
Hey all, I'm diving head first into learning pixel art for a project I have in mind, and I'm looking to get as much help with the process as possible. Here's a character I created the other day, what can I do to improve this?
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Small question. I'm wondering if there are any plans to let the Texel Density be measured in Pixels/WorldUnit instead of Pixels/MaxUnit - I measure things in meters and it is a hassle to constantly do the math to keep the proper proportions of things.
I think I have two issues here 1. Stencils(such as number, icon...) are pixelized. 2. The manual paper texture on the yellow plastic shell is also pixelized because texture size and uv map are not matched.
Have you tried rendering at 2x or even 4x of your final resolution? You seem to be doing everything right, it's just pixels being pixels, and MR has chosen an unfortunate way of drawing that ceiling line.
What you´re calling "hairline cracks" is the pixel padding that gets applied after the bake. http://wiki.polycount.com/wiki/Edge_padding Without the pixel padding you would see normal map seems on texture mipmaps.