facesfilledwithflies [2012-01-01 21:51:05 +0000 UTC]
for the pixelarty style shading did you scale up the art in photoshop before applying it to the map or does maya just know how to display really small images really crisp like that? always wanted to try something like this but I imagined it would take my 128 by 128 image and blow it up all blurry. does that make sense?
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papercaves In reply to facesfilledwithflies [2012-01-01 23:03:21 +0000 UTC]
Yeah, it is a bit of a headache but definitely worth having a go!
The texture is not enlarged in PS, a 128x128 texture is used on the model in Maya. The way I do it is to use a surface shader for the model's material, link the texture through the shader's out colour and then in the hardware texturing drop down, select Texture Filter: Nearest Unfiltered.
The surface shader means you can use a texture with no lighting in Maya and it will come up crisp and vibrant, then using Nearest (Unfiltered) will stop Maya filtering and smoothing the texture, keeping it nice and pixelly.
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facesfilledwithflies In reply to papercaves [2012-01-02 01:32:05 +0000 UTC]
cool, im more familiar with 3DS but I imagine there'll be some kind of similar option, like nearest neighbour enlarging in photoshop. Thankyou!
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