Trying to make Pixel Art.

Modelling, Textures, Animating and other general engine asset topics.

Trying to make Pixel Art.

Postby DillonBarba on Tue Feb 01, 2011 3:35 pm

Image

and this happens, the VMT is pretty simple i don't know whats wrong.
Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "Minecraft/GrassSIDE"
}
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Re: Trying to make Pixel Art.

Postby Kosire on Tue Feb 01, 2011 3:50 pm

What happens? lol
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Re: Trying to make Pixel Art.

Postby DillonBarba on Tue Feb 01, 2011 3:52 pm

its blurred all to hell :(
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Re: Trying to make Pixel Art.

Postby The Giblets of Jesus on Tue Feb 01, 2011 4:47 pm

Open the base texture in your editor of choice, I use photoshop, and follow the following steps.

Image

Image

Image

Image
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Re: Trying to make Pixel Art.

Postby MayheM on Tue Feb 01, 2011 5:07 pm

Edit the scaling of the textrue to be 100% when applied. By default textrues are scaled by .25. So they show more detail. Since you want a low quality, stark line, you want it to be the exact size you create it.

Actually it looks like you created a really small image to use and then scaled to fit. Sadly, you will likely need to create a larger version of the texture and so what I stated above. That should work...
Image
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Re: Trying to make Pixel Art.

Postby Groxkiller585 on Tue Feb 01, 2011 10:46 pm

$nomip or $noLOD will help, since they tend to blur images the farther you get away. Be warned that with these, the texture become very expensive and can cause lag if used too much, so normally it's not a good option. But if you REALLY want sharp 8-bit minecraft like images then $nomip or $noLOD will help.

Also here's a tip: IDk why but hammer always considers a texture one pixel off on the Y axis. It can create unwanted tiny cracklines like you see on your texture. You could manually move the texture up 1 on every face it's on, or simply move all the pixels up 1 on the texture, with the top row now on the bottom.
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Re: Trying to make Pixel Art.

Postby MayheM on Tue Feb 01, 2011 11:19 pm

That second bit drivers me nuts! I have made light beam textures before and they always have that annoying line around the bottom unless you adjust the texture.Like you I have no idea why they do not fix that...
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Re: Trying to make Pixel Art.

Postby DillonBarba on Tue Feb 01, 2011 11:41 pm

daaamn i was hoping i didnt have to scale it up, trying to keep the size down but oh well.
Image

thanks bros i got it from here.
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Re: Trying to make Pixel Art.

Postby [frank] on Wed Feb 02, 2011 12:26 am

BTW: you can avoid all of this.

Minecraft textures are 16x16. Keep them this size, as it saves immensely on final file size.

When you save your texture, simply check the "Point Sample" box. It just tells the engine to interpret it in another way, so when it scales it up, it doesn't blur.

Obviously, you need to scale the textures then (to about 4). If you are planning on doing an entire minecraft themed map, its probably worth changing your default settings so that you dont have to resize the texture everytime.

And a shameless plug of a minecraft map I've done. It works out pretty easy in the long run, but you just have to learn some different techniques to standard texture creation. (The shot doesn't actually show the textures as non-blurry, but a large scale, "realistic" minecraft themed map, with around 50 minecraft textures, just showing it can be done)
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Re: Trying to make Pixel Art.

Postby Shrinker on Sun Feb 06, 2011 10:33 am

Groxkiller585 and MayheM - regarding your unwanted lines:
- by default, minecraft uses a "nearest texel" sampling for all, causing this block-ish look
- by default, hl2 uses bilinear or trilinear filtering for sampling the texels, causing the blurred look
- in computer graphics, there are a few ways to return texture color samples for a given texture coordinate -- both games, by default, just wrap the coordinates around on both axes, so that the texture repeats in every direction
- when blurry filtering is used, the wrapping of coordinates causes texels of the opposite side of the texture to be used for interpolation when reaching the border of a texture -- one way to prevent that is to tell the graphics API to clamp those sampling coordinates to the texture edges instead of wrapping them around; wrapping is not a bug, but standard behavior suited almost all the time (since textures used in maps usually repeat)
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