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Unlucky SevenEventsUnlucky Seven - Update #3 - Unity pixelart workflow
Community

Unlucky Seven - Update #3 - Unity pixelart workflow

Unlucky Seven · published 15 Mar 2017, 20:02 UTC

All eventsPlayers around this dateRead on Steam

Today Blaze (our programmer) will let you know how to make your pixelart models and textures look great in Unity game engine.


When you create a 3d pixelart game in Unity (or any other game engine) you will encounter first problems as soon as you place your model with pixelart texture in the scene.
Default settings - filtering and mipmaps are on. There is a nasty blur on our pixelart texture, yuck!The first thing you want to do is to turn off the mipmaps for all of your textures. This will prevent the engine from blurring your pixelart when the camera gets far away from the object. However, this is not enough to keep your art nice and crispy. It still gets blurred because of texture filtering (bilinear/trilinear/anisotropic). The easiest solution is to simply disable this effect by switching to point / nearest neighbor filtering.In many cases this is sufficient, but it does have a serious downside - there is a lot of visible and annoying jitter when you scale, rotate and view the textures at very shallow angles. It comes as no surprise as we just disabled everything which enhanced texture quality in such scenarios.
Simple solution - no filtering and no mipmaps. Observe the jitter that appears at distance. In most cases this is acceptable but we decided to go one step further...So what else can we do to achieve smooth pixel edges without blurring the textures? The solution is to use custom shaders. With some patience and shader-writting skills you can either create your own from ground up or modify an existing solution. We based our shaders on the simple and efficient RetroAA package from unity asset store (you can find it here) - it's a great starting point for any pixelart shader needs.
Best solution - custom shader. Crisp pixelart and no jitter.Okay, so you have your 3d objects in the scene and the textures display properly. As you continue building your level you might be worried about the difference of pixel scale between objects (for example: placing two instances of a rock next to each other and scaling one up to be two times bigger). You don't have to worry about such cases too much as different scales look perfectly fine next to each other as long as you stick to the rule that the bigger the object is the bigger pixel scale it can have as it places extra emphasis on it's huge size.
Bigger pixels on bigger objects are OK.Finally, you're adding some lights to the scene expecting the smooth shading to completely ruin the pixelart effect. Surprisingly, both smooth lighting and shadows look perfectly fine. However, it still helps to lower the dynamic shadow resolution as the pixelated/jagged shadow edges work great with pixelart textures while being more efficient to draw than high-res ones.
Look at the floor and observe how low-res shadows and smooth gradients created by the lights look absolutely fine. It's ok to use them as they don't interfere with the pixelart at all.

Tune in next time for an article from our screenwriter!


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In-game event2 Oct 2019Game Update | 02-10-2019Hello, here is 1st bigger patch for Unlucky Seven. Changelog: · Removed soft locks on chapters, · Improved character movement, · Proofread of all English translations , · Bugfix with input lost, · Improved main menu, · Added possibility to exit to the main menu during the game, · Added possibility to select Chapters, · Fixed achievements, · Fixed issues with changing the game resolution, · Adde…Unlucky SevenCommunity30 Aug 2019Unlucky Seven released in Early AccessDear Players, my name is Rafal and I am Project Manager in Ultimate Games S.A. (Publisher Team). Today we released long-awaited Unlucky Seven in Early Access. You probably have a lot of questions and the main one is "Why in Early Access?". Few days before release, we talk internally about gameplay and players expectations. The game was abandoned by the developer, and then another one began to d…Unlucky SevenCommunity24 Jul 2019Release dateHello everyone, I would like to inform that the release date was pushed to 30 August. We decided to give us a bit more time to polish the final version of the game and add final dubbing. 30 August is a final release date. Kind Regards, Rafał - Project Manager in Ultimate Games S.A.