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My game is using pixel art textures with a pixel density of 64px per meter. Got Dmitry Karpukhin blockout tool. Set the grid size to 15.625 and added a decimal grid size of 1.5625 to the editor for snapping. Ta-da pixel-perfect. And yes, I'm a maniac. 😜
23,311 просмотров • 5 месяцев назад •via X (Twitter)
Комментарии: 31

Stylish!

Thank you. Awesome tool you made! It's going to help me a ton. 🤘

okay I've been thinking about lot about being specific about pixel perfect assets when texturing in blender and modeling for a specific style- but seeing this makes me concerned about objects or things that are not exactly rectangle or square shaped. How are things like that best handled? Maybe not completely related to your post- just made me think of that method I was playing with lately in blender. Great stuff here by the way!! Really excited to see how this turns out

I know what you mean, and I think the best you can do is to let it go. It can't all be pixel-perfect. Cover imperfections with dirt, foliage, and other props if you can.

@skx_doom Being a maniac is 100% necessary

Very much so.😁

@skx_doom Dear lord

@skx_doom I don't think it's pixel art anymore, just Art

I can live with that. 😉🖖

@skx_doom Legend

Doing what I love!😌

@skx_doom Is there a reason why you didn't pushed it to perfection in terms of meshes itself, stair for example could've been sligthly smaller?

@skx_doom I'm not too happy with the stairs either. Will definitely change them. Also, I'm doing all my actual assets in Blockbench&Blender when I'm done with the blockout.

@skx_doom Unity?

Unreal 😉✌️

@skx_doom CUBE MENTIONED!

@skx_doom I love the aesthetic of your game. Can't wait to get lost in it.

It will take me a couple of years, I believe, but it will be worth it, I promise. 🧘🏼♂️

@skx_doom Person who unknowingly has ocd: “i feel oddly at peace playing this game…”

@skx_doom 1 meter / 64 voxels is a very good ratio, my friend. This is the ratio I get the best results with when making voxel models. You're doing great.

@skx_doom Yes, I think it's the best ratio not too detailed and not too chunky. For some of the animated screens, I double the density to 128px so that I'm able to write stuff.

@skx_doom Yes, we've used this ratio in various game projects I've worked on. It gives exactly the result you described. In my current project, we sometimes use 1m/32 voxel and sometimes 1m/64, but I think 1m/64 voxel is ideal. Good luck, my friend. I'm following your progress.

@skx_doom Thank you, my friend... and be the art with you, always!

@skx_doom When it comes to actual texturing part it’s not gonna work

@skx_doom Why wouldn't it... those are not the final assets. This is only the blockout.

@skx_doom This is why i never finish stuff

@skx_doom

@skx_doom Hey, I'm a beginner, and could you tell me how to snap the edges of blockout actors together?

@skx_doom How does this impact performance?

@skx_doom It doesn't. ✌️

@skx_doom Impressive pixel density. <3
