![]() ![]() I was using ctrl-v to get the image and whenever ive used it in the past, it has always pasted the image with the actual resolution.Īlthough my issue was tested with pixel mode the same issue applies for vector mode with a vector layer as when im looking at any sloped edge it appears more pixelated than it needs to be because the pixels on the sloped edge of the vector shape are bigger than the size of the pixels of my screen). i dont think its an issue of importing image quality either because the two icons on the right were pasted at the same time and one is lower quality than the other. Im pretty sure the picture i took was on vector mode on a pixel layer because i dont think ive used pixel mode yet. I already knew both pictures were going to be somewhat pixelated because i was using a screenshot that wasn't converted to vector (especially because it was on a pixel layer), my issue was the massive difference between the resolution shown on the canvas while editing (easier seen when zoomed out), and my screen resolution. (No clue why the grey gets lighter on the pixelated one (i checked glow was off) but the pixelatedness is a bigger issue imo) (screenshot of hexels icon from the taskbar pasted into hexels (icon on the left) then zoomed out until its the same size as the hexels icon on the taskbar and then screenshotted with the taskbar icon (two icons on the right) all zoomed in so its easier to see in the final screenshot - top right icon is the one that is displayed in hexels and its considerably more pixelated) Heres a screenshot to show what the pixelatedness looks like: The extra detail could really help when looking at large images that are zoomed out so it would be nice if this issue was fixed. I tried to look for a supersampling setting of sorts but found nothing. Or if we could export "mesh" info so we could render like Hexels in our game engine it would be SUPER DUPER.Just from looking at text its obvious that it doesnt really support 4k screens (most software doesnt though so im used to pixelated text and icons) but one thing i was confused about was the fact the canvas itself was pixelated when hexels are vector based so they shouldnt have an issue becoming more detailed. If anyone had success using the tool for actually creating in game ready isometric tile assets, let us know. Which would be really really good! However, there doesn't seem to be way to extract any info to reproduce the same polygon mesh inside say Unity. I can actually render the image using the same rendering technique as Hexels. Perhaps the tool is only good for mocking up some concept arts. I am not sure if I was asking too much initially. If I were to paint with trixels in a diagonal line, when exporting, Id like them to export a line that has a consistent 2 pixels right/left for every pixel up/down. Im trying to use trixels to author hexels in 2:1 ratio. ![]() I guess this is because each grid is like a vector, and they are drawn in Hexles using (probably) polygons so exporting such image into say 32x32 pixel image isn't going to produce game read - pixel perfect snapping assets. I am really loving painting in trixels mode, however Ive been struggling with an issue for the past week. Most importantly, Hexels 3 is a free update for all Hexels 2 users. Included are dedicated pixel brushes, pixel layers, rasterization tools and document settings that allow for pixel scaling and anti-aliasing. ![]() This is especially true for things like background tiles such as ground or walls etc. The third edition of Hexels brings a new set of pixel based tools that lets artists combine sharp edged vector art with free-flowing pixels. I have tried to export the drawing with 1:1 without anti-aliasing to see if it can be done, but it simply was not "accurate" enough in pixel wise to be able to use them to snap each other to create in game usable tiles. But other than actually using square grid pixel mode to draw them just like any other pixel drawing tools, using so called "isometric" friendly mode (I forgot what that name was) to draw the isometric drawing didn't really helped much. I was kinda hoped to be able to use Hexels to draw in game usable isometric tile sets for my game. ![]()
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