Profile avatar
davitmasia.bsky.social
ℹ️ PixelArt & Gamedev / Indiedev account ⚙️ Engines :: Construct 3 & Unreal Engine 5 - 📦 GameDev Bundle :: https://itch.io/s/86346/ 🖼️ 8bit conversion tool :: http://kronbits.itch.io/pixatool 🕹️ Unreal Racing :: http://kronbits.itch.io/unreal-racing
528 posts 4,507 followers 195 following
Prolific Poster
Conversation Starter
comment in response to post
That looks cool, it looks the 3D plugins improved a lot since last time i tried. guess you can do same or near to PS2 actually?
comment in response to post
And is just that map. I guess if link to Roughness and metallic too with some tweaks can improve more the look.
comment in response to post
I have to test krita too, will see. Not looking for manual work like that, but a tool that with one click does the job, and if can do in a bulk mode better to save time.
comment in response to post
I was unable to find a bluenoise as normal map or a generator. So the unique way was creating my own picking a grey one then converting to normal, and after test various materialize and other i not remember are the best with different output results.
comment in response to post
This is a still image, using FXAA instead of TAA to avoid the ghosting plus some new tweaks to get better visuals.
comment in response to post
In fact now, the smoke particles are the most perfomant green XD. Here for perfoomance comparision.
comment in response to post
Oh but this is only available on traslucent :(
comment in response to post
I saw that velocity calculation, will try next time i do tests, thanks!
comment in response to post
Tried some dither option to avoid real transparency (translucent or additive) but seems combined with temporalAA adds too much ghosting :(
comment in response to post
Other person recomended material maker too, never used it, so guess later will give a try. And if you do it i will be interested to try it!.
comment in response to post
I need a single bluenoise normal map tile of 64x64 so i can tile without seams. Already somebody provided one that works, so its possible. Attached, hope bluesky not compress or ruins it.
comment in response to post
Im not using the normal map on a tiled tile, im using some conversion on a single tile, then i tile but get seams. In the last version playing with some online tool and values got that but still a bit meh not accurate.
comment in response to post
And this is how the wheels looks from their side. As said, no textures (albedo, normals...) just the model with 8 wheel parts with their custom color and custom Rough/Metal/Spec/Emissive values tweaked to look as most realistic possible. #UnrealEngine #UE5 #Gamedev #Indiedev
comment in response to post
And this is how the wheels looks from their side. As said, no textures (albedo, normals...) just the model with 8 wheel parts with their custom color and custom Rough/Metal/Spec/Emissive values tweaked to look as most realistic possible. #UnrealEngine #UE5 #Gamedev #Indiedev
comment in response to post
Well thats a lot, i dont know what you use for test but a 4K x 2K texture in BC1 should be around 4-10mb with mips. And even if the sky is HDR and other stuff. In UE a 4Kx4K image in BC1 is around 10 mb. a 4Kx2K maybe is around the same 4mb you said. I will double check that or im missing smth?
comment in response to post
Whats the total polycount of the sphere?
comment in response to post
Wireframe version #UnrealEngine #UE5
comment in response to post
Car is made by Nosense Studio (nosense.studio) PoloWRC 2018 based, retopologized from HD to 4590 tris. Around 1k for chassis, rest for wheels. This was for one side needed to test physics on a car with real sizes, other as a visual test with no textures, vertex paint + material.
comment in response to post
thanks!