oooh I was confusing normalize with relax :s Normalize is something I never use then. If you highlight everything and relax them then it does what normalize does anyway, keeping the pixel density equal for each shell. I generally relax everything before laying them out instead of laying it out first and then normalizing…
Im not very experienced with this whole texturing business, but I wanted to give it a try. One of the things I noticed is that with a 256x256 there isn't a lot of room to go add in detail. In result, I keep coming out with very smooth textures that dont have the crisp feeling that they need (especially in the cloth and…
Pixel art is amazing. One of the things I love a lot about pixel art is the dithering technique- that optical illusion of value made by various checkerboard patterns, sometimes using only two colors. I set out to make a dithering shader in UDK, for this 3D pixel art game I want to make- I was thinking it could help me sell…
So, after implementing some relief mapping on a piece of terrain we've run into an issue with aliasing/flickering when moving around. http://www.drobot.org/pub/M_Drobot_Programming_Quadtree%20Displacement%20Mapping.pdf points to a promising solution, but there's a catch: it requires mip maps for the relief maps to be…
Doesnt everyone have to go through at least one client like this when they start freelancing? He isnt even the worst by a long shot. Edit: I think that the reason he is able to get away with this is that he is working with 2d pixel art. Back when games went 3d the pixel art community was gutted. The vast majority of…
Thanks guys. About the UV space, I've been bitten before, so I made sure to have at least 2 pixels around each island. The average width in the tightest spots is about 4 pixels. Actually there's a mistake on the inner hair piece, that's the leaf-shaped UV in the middle, it's too close to the island below it so I'm getting…
Awesome stuff. I really enjoy the design and general feeling of both characters and enviroments. As for the whole OptPix software; seems nice, but shouldn't be any problem constraining to the specs defined by the consoles when pixeling the textures instead. Painting smaller textures will never get you the sharpness a…
hey Ghosty Ya gota clean,simple mesh there which is always a very good start,that could,if needed to be easyily edited and potentially used as base model for others,good job. Oviously many proportional issues interms of "real-life" but I presume thats intentional due to the concept. As for the texture I think the issue is…
every pixel in a texture represents coverage of a certain area. if you're at a texel density of 512px/m a single pixel covers approximately 2mm square. 2mm is significantly larger than a particle of dirt so you cannot represent each particle accurately. Because of this, each pixel must represent the average amount of dirt…
Thank you for your insights poopie! I'll definitely check out Igor's particle system nodes. I have a long learning curve ahead of me. I gave it a try with Pixel Processor as well as Fx-Map. With pixel processor, because I use sample gray node, it wouldnt let me alter tiling mode. With FX-map it was pretty straight forward…