The way I understand it, the card optimization thing was a problem with a specific older console. Not generally applicable. Straight pixels are better if you're doing fine lines or text. Also a bit easier to paint. But if it distorts the texture a lot, then it's kind of a tossup, not really worth it. Best way to learn is…
Yep Ive looked in there and I can set the distance between faces but I dont want it to pack the UV´s(throw all the faces around the uv space), texturing that in Photoshop isnt resonable. I just want it to move the shells apart a couple of pixels. This is what I want it to do: This is what I get: I mean in both +- u/v, try…
Dumping this here because it seems to be the most recent spam-oriented thread. I came upon something that felt like spam in the Pixel Art thread, looked at the profile and saw it made a bunch more generic comments, and it linked to what I presume is a porn site. Did a quick search. Turns out there's a whole bunch of these…
I have some questions about UDK. I have really blurry shadows on meshes. Of course all meshes are lightmapped, but shadows looks like really low resolution. Is it ok to simply increase lightmap channel resolution and make it 128 pixels instead of 32/64? Should I make stretched UVs on lightmap channel just to give more…
Yes, ISO 216 standart is generaly used in printing documents, 'Save As Rectangle Filled With Texture' is expected to be used for making backgrounds of such a documents. You can't make images bigger than 2000 x 2000 pixels this limitation is embedded in the program because using huge images with less powerfull PC could make…
If a model is complex, keeping everything in quads by running loops everywhere will often lead to more smoothing issues than a few well placed ngons. I will often terminate superfluous loops on planar surfaces to clean the mesh up a bit. Also, keep the end use for the HP mesh in mind. If there is a small smoothing error…
The areas you have highlighted are pixel padding, perfectly normal, its important to make sure your normal map works correctly with mip mapping. Apply the normal map to the model and post a screenshot before asking any more questions, its impossible to "debug" a normal map without seeing it on the actual mesh. Also, read…
Couple things: 1. You're using a soft texture brush and then not polishing it up with something tighter, so we're losing a lot of shape and interest. 2. Never use the 1 or 2 pixel size brush (like you did on his shield). Just looks bad.... really bad. Instead use a tighter brush (see #1) 3. Need secondary light source. The…
Use a modular workflow. http://wiki.polycount.net/CategoryEnvironmentModularity You certainly can use the same texture with different models, with each model having different extrusions. Make the extrusions match details in the tiled map, and don't stretch the pixels. Here's an example. All these models are different, but…