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File: 123d-1.jpg (795 KB, 2140x1149)
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Practicing my low poly modelling. Guys, what do I do about these ugly pixely edges? Do I just need to work cleaner or is there a feature I forgot to enable/tick ?
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Your alpha map looks low res as fuck
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File: Unti2d-1.jpg (436 KB, 2524x1209)
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>>652782

what's an alpha map? also is this low res? I always thought textures need to be the size of the file uv layout that blender gives you when you click *export UV layout*.

now that i actually managed to export my model and put it ingame though I can definitely see the texture being super low res and the model suffering from it.

I gotta say though, the rush of seeing something you made entirely by yourself in a game is absolutely amazing :v
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>>652788
>what's an alpha map?
what the fuck does blender call it, having a channel for opacity in your textures? I don't have experience in blender, but I try to make my textures as high-res as possible for what I'm doing so as to not see the pixels making up the texture.
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>>652778
The edges is just how blender displays stuff, so the alpha should be fine in the model. Maybe it works in Blender when you switch to glsl shading in the 3d viewport.
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Post in one of the generals, asshat. As for your issue, that's just how Blender treats alpha textures in the viewport.
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>>652830
>muh generals
Fuck off, /3/ is slow as shit.
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>>652788
>I gotta say though, the rush of seeing something you made entirely by yourself in a game is absolutely amazing :v
Same thing in SecondLive when you make something, publicize it and after a while you see people using your items or see them around places. It feels amazing.
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Is the viewport in rendered mode?

just use the options in pic related
Left tab is the Materials tab
Right is the Texture tab
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>>652936
also on the pic at the bottom,
left shows her in Materials mode
right shows her in Rendered mode

both are from the viewport
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>>652845
That's the point. We don't want you flooding the place with low-effort posts, shitlord.
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>>652778
Turn on texture filtering in your game engine
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handpainting is hard as fuck but that looks cool
I would add some kind of ambient oclusion to your texture
also some kind of color gradient from top to bottom to make the bottom look darker, if your texture is seamless you can add a second uv channel just for that
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>>652788
To be honest, that low res style isn't half bad. I really dig the mace.
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>>652788
>what's an alpha map?
Good lord, what are you EVEN doing here?
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>>652788
For not knowing what the fuck an alpha map is your stuff looks pretty good. You have hope, but you need to hustle.
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>>654947
Relax man, everyone learns this shit at some point.



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