Simple automation tools are easily done by chat GPT. Blender is where it shines actually. What I'd love to see is a kind of deeper Blender customization. A 2d vector editor mode with editable spline brushes driven by grease pensil. The whole "draw" mode is quite inconvenient currently . I want something like "skeletal"…
If you have an actual pixel based map (it doesn't matter what kind or how big) applied to your object when you unwrap it, you can turn on pixel snap in the UVW Editor, the button in the lowest right corner (you might need to change it from grid to pixel). Then in the upper right change the drop down so it displays your…
Hello, EDIT: We are finalizing our contracts with the chosen candidates. Thank you everybody for applying. /EDIT We are a small indie software developer and we are developing a fantasy roguelike dungeon crawler. Currently, we are looking for a professional 2D artist for the following items: - 418 inventory and equipment…
at 1339px/m a single pixel is roughly 0.75mm soo... if your threads are eg. 3mm thick then you only have 4 pixels to play with. that's not a lot of pixels - especially if you're trying to represent something in a normal map
Yeah as Lee says, pixel padding is generally required for purposes of mip-mapping in all applications. This is something you will always want to add especially if you're creating content for games. There are actually two issues here. The larger your texture, the more space you should have between your uv islands. This is…
TnT gaming is looking for a motivated Artist to complete some items for our game. Applicants should have above all else, time in their schedule to work now. Portraits x 7 - 2d images (approx 180 pixels wide and 180 pixels high) * Character portraits from the shoulder up * Description of the characters will be give in words…
If you post your UVs we can critique them but its kind of hard unless you post them What don't you understand about pixel density? It's best to maintain a uniform pixel density in most cases (especially in environment work) as uneven pixel density will make sections stand out weirdly as they will appear to be more sharp…
Could the tail be mirrored? There isn't much padding between the pieces, you should apply a per pixel map and see just how many pixels you have to work with. Some of the small tiny pieces will be lucky to get 1-2 pixels and they are going to bleed into each other. You might as well put a tiny square in the UV layout and…
I've packed the UVs manually, since pixel art textures on models that aren't pixel perfect need require a lot of precision and fine-tuning, which is why if possible I would rather not mess with the uvs. I have not baked the texture, I don't think it was necessary on such a low-poly / flat shaded (of sorts) pixel-painted…