12/17/2023 0 Comments Pixatool resolution![]() Add/Remove RGB values from the overall image.Basic FX: Contrast, Brightness, Sharpen, Blur, Gamma.Pixelate image until 12x (Separated Width/Height).Set palettes: NES, Gameboy, CPC, C64, Pico8, DB16.Create/Load/Save/Edit palettes until 192 colors (.pal).APP runs in any resolution even 4k monitors.New UI, more clear, readable and organized.Can manage any image size even 4k or larger. ![]() Pixatool 1 35 Mph 3D project with converted textures ![]() To keep updated: example with PixaToolĬheckbook 2 6 3 – manage personal checking accounts bonus. Works as a PixelArt converter or PixelArt conversion tool. You can use PixaTool to get 8bit / Pixel style images / sprites or videos, optimize your PixelArt or game assets just adding some cool effects. ** Test DEMO and read the Limitations List before buy ** If you have any preexisting heightmaps or alpha maps sitting around, obviously this works for them too, but I like making my own.A downloadable tool for Windows and macOS For extra craggliness or grunginess, I often use the Emboss tool in Gimp to create sort of a fake cavity/height map on top of the final image. With some help from a friend I've set up a scene where I can create a 3D brick pattern, and use the shader editor to create different lighting styles which will bake and export as "ambient occlusion", "depth", and "highlights" (there's lots of different baking options out there, those are just the barebones ones I'm using right now). When I throw these all into GIMP, I blend these lighting passes on just a plain base texture usually "linear burn" for AO+depth and "additive" for highlights (antialiasing or noise reduction can smooth out the jagged edges of the lighting maps). I'm still kind of experimenting myself, but the method I'm settling on is using Blender not to output the texture itself but to create heightmaps and lighting passes which I can throw onto any base texture I want. It's more complicated than your average texture creation pipeline, but the possibilities are limitless. What do you use, do you have any pointers about that method? I've thought about overlaying normals/heightmaps before, I have a whole variety of them sitting in my folder ready to be used, but haven't quite committed to it yet, although I have a pretty good idea of how to do it. Workflow was all over the place with this one, but the result had me very excited. From there I dropped it into Aesprite to pixel-push the edges in order to get it to x tile. I made sure to crop it to a power of 2 and then I took it into Pixatool and did things like: index it to the doom pallet, colour/lighting/sharpness and general destructive effects, and crushed it down to 256x256. This was an initial test, so I would frame and light the existing model, pose the camera and render the image at a high resolution. : Oh, oops! I forgot to post the GIMP file. The issue with Doom's regular grout is that it is too grid-like, real grout tends to be irregular and thick, because it is what joins the bricks together it's not very easy to explain, but hopefully it'll be easier with this. ² More info on the Doom palette in GIMP here. ¹ Downscale interpolation never blurs, and it'll smooth many potentially distracting straggler pixels that way too From there you can export to PNG, or select all (Ctrl+A), copy (Ctrl+C), and then in Doomworld or Imgur etc, paste as an image buffer (Ctrl+V). ![]() Then, merge all layers (Ctrl+M), downscale to 256x256 setting the interpolation to Cubic¹, and set it to be the Doom palette² using Image -> Mode -> Indexed. Grab this file, extract it, and open it in GIMP, then use the bucket fill tool to change the colour of the entire "Colour" layer (within the "Highlights" layer group). To change the highlight colour is simple and easy if you already have GIMP installed. I even have a variant with strong yellow for big daddy Ribbiks~ I also sprinkled some slight highlights, one in bland white (for colored sectors), another in blue, and a few more with other such colours. I used the good old nearest-neighbors trick to add lighting smoothly. No smoothing or shading, just wanted to see how it looked. Took your base and added the standard grout from BIGBRIK2.
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