Devlog #4
February 10
I've been working on animation for the past week, and I've also begun the process of texturing my character model.
I've learned that texturing in a retro style is quite different to the process of surfacing with modern techniques. I kinda naively thought that it would be as simple as making the texture low res, but that ends up just kinda looking "bad" not "retro".
I've done plenty of pixel art, and the thing about pixel art is that it's highly intentional. You can't just throw pixels around willy-nilly when you only have 64 total to work with. The same principle applies to low-poly models/UVs. If you're going to use a small texture, you need to set things up carefully. You're not trying to avoid distortion like you do with high-res textures, you're trying to make use of that distortion to align the pixels to your models edges more smoothly. It's an interesting challenge, and one that I wasn't expecting.
I'll admit I'm a little intimidated to try and bring my character into Godot. Working on the textures instead of doing that might have a little hint of procrastination in it. I'll get that process underway by the end of the week.
Muse Demo
| Status | Released |
| Author | andrewdoubleu |
| Genre | Action |
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