Support for low-poly & low texture resolution workflows. It involves a small set of essential features that I will list below.
Justification
These days retro-stylized games are growing in popularity at a crazy pace. But most of the modern texturing tools completely ignore this large part of the game development scene.
Implementation Details:
way to turn off texture smoothing so models can be viewed in nearest-neighbor mode
material previews that take into account very low resolutions and can scale preview by a power of two to keep everything sharp
forcing UV-unwrap to snap to full pixels
way to precisely define texel density (pixel to mesh ratio)
making texture painting tools low-resolution compatible (option to turn off edge smoothing, pixel perfect point/circle/square brushes)
I think a “pixel art” style painting mode would be great, not just for this but also i’ve ALREADY found a few cases where I wanted low-res textures (like 16x16) for a control map.
@joeld42 I wanted to mention that you can add a vote to a feature request to represent more interest in the feature. The vote button is next to the title of the post at the top.
I need to be able to determine how and if my pixels are interpolated both in preview and export. My textures sometimes need to be very specific for what I’m doing to work, and right now I don’t see a way to get a hard edge. I had no issues with this in substance designer. Does anyone have a solution for this?
The soft edge is likely due to image filtering in the Image Viewer when previewing the output of a node. You can disable filtering by clicking on the filter icon in the Image Viewer’s toolbar. Unless applied by a node, the exported image should provide an image without interpolation.
Hope this helps and feel free to let us know if you have any further questions!