Help on pixel texturing

I’m trying to make a pixel textured game on a 3rd party software but I can’t seem to get the resolution right

Here’s how it looks like
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This is all 64x64, and everytime I export this out it’ll stay blurry and not sharp, also I don’t want any in-blender fixes like turning on the interpolation to closest etc., I want to use this in another software

If anybody can help me on this, it would greatly appreciated

If you just paint in the 2d Image Editor, you can change your brush to use 1 pixel and turn off Anti-Aliasing and save the image without going through the renderer which causes the filtering.

Big thing for me is that the brush tip in the image editor isn’t 1 pixel though, so I end up painting 2 or three pixels at once and have to invert color to change them back. If I load a square image of 1 pixel to act as a brush mask, it still paints more than one pixel. I did get a single pixel when I set a custom falloff where it starts as a straight line at top and then reduces to the bottom a hair past that first point.

I made some progress with using a combination of custom falloff and a custom 3x3 pixel mask set to a 0.48 size of the brush tip.
pixel mask and falloff adjusted.blend (1.3 MB)

You could make yrself a little app like this that thresholds to a chosen colour.

Hope that helps.

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I tried to explain it to you in the other thread, but it seems you are still stuck with the same problem. Honestly I dont understand why you open a new thread with the same question in such a case. Just ask if something is still unclear.

So the blurring is really NOT STORED in the image if you export your 64x64 images from blender.

I’ll add a demo how you can upscale a 64 pixel image by eg using Faststones ImageViewer.
And you can see its not stored cause you can deactivate the filtering in FS for its view.

So first and foremost, if you dont want to set the interpolation to closest you have to stay in the 2d editor. In the 3d viewport the shader is used if you want to see the texture.

And if you want to use it in a third party game then you have to align with what you can do there or how you can prepare the image accordingly.

And if you cant setup the filtering used in your game, then you have to upscale the image cause thats the only kind of influence you have then to influence the result.

But you cant feed a 64x64 pixel image to a game (that uses a for you non editable texturefiltering) and hope that ANYTHING you will ever do before will change that it blurs then.

So upscale it to eliminate the influence of the filtering thats used in your game. Or ask whats unclear and but then also bemore precise about what game and kind of editing we are talking about and what level of access you have to its code.

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What painter software are you using ? What is you export file (not the screenshot). And… you exported this in 64x64 not using JPG ? Also as @CDMJ said: you black seems to have been done with anti-aliasing and/or not a one pixel brush (or this spart is intentional ) ?

So your other sw (and which one) has some non-interpolation setting ?

You may have to elaborate this to get a more suited answer.

Oh, I miseread the question.

Your answer is Pixel filtering, in the other software you are using.

So this is not a Blender problem, and should be in support, other software.

Hope that helps.

Well I’ve already solved my issue thanks to your last post, I made this post just a few minutes before I finally realized what I needed to do, thanks anyways! (also sorry if I respond late I’m barely active here)

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