Each box is 128px X 128px. 128 is the height of a standard story, 72 is the height of a person. You can treat 1px as one unit in Hammer, Max and PhotoShop. To get better pixel resolution in game, all textures are scaled down to .25 by default, so you get 4px for every unit. I think the same holds true for Maya and UnrealEd…
new max splits the cage along the smoothing groups so that the cage is pushed out along the 2 norms, therefore not capturing pixels along the join and causing a seam, if the cage doesnt do this it pushes along the joined/average norm and captures everything nice looking bake, personnaly id consider adding a few chamfers in…
some tips:* mirror anything you can, symmetrical mirrors are the most obvious ones. * split the front shield window apart (as it has different smoothing groups anyway) * straighten more lines so you can get more out of med - low resolution textures. Esspecially for technical stuff you want to have some pixels line up with…
We are some students up here that thought of joining up and try to learn the editor. We'll see how that will work (: Hehe i stared a thread just for a character i'm currently working on, it was posted in panic, not out of panic :D Feel free to check in (: I really like the little house, but thought of the pixel density and…
vista=Lame pixel damage don't be so afraid of wiping a pc and reinstalling. i do it every 6 months or so just to keep my PC fresh because crap always builds up. its something everyone should be able to do, just put on some music and install away. just always make sure your work is seperate from your system drive.
I've used nns_tga's before and got some nasty artifacts on my textures. I went for a "pixel art" look, so all my textures were around 8x8 - 16x16 most of the time, so no need for compressed textures. They work great for bigger textures though (64x64, 128x128) I actually used only about 60% of the available vram I had for…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
I would test out a shader I just re-wrote, but I don't have Maya... but it needs just an alpha map(mask) somewhere, then you set the alpha in your main pixel shader function to use that map. Then in the shader 'pass' you would enable alpha test or alpha blend. I'll message you and maybe we could get this working :P
Looks like the UVs are grabbing color from elsewhere in the texture. Did you try shrinking the UVs a couple pixels? Or it might just be a bug in Max. You could try a shader that combines alpha blend (for the texture transparency) with alpha test. You'll need to push the threshold control for the alpha test all the way…
Do you need all that empty space? No you don't. Heck, you could remove all the first images and replace them with the last images. You could also paste in the concept (add name of artist too). At any rate - use yer pixels, just like you would in a UWV map. Also, why are the image borders blueish grey and the text yellow?