| PIXEXIX Version a.07 Tips

~ General: Top Page Keyboard Shortcuts ChangeLog Tips ~ Feature Docs: Settings Snapshots Meshes Camera Lighting Reference Textures | ~ Tips: ~ This page is mostly just pointers so you can avoid problems and also work more efficiently ~ Work in a new layer: ~ Pixexix snapshots are alpha blended, so when you upen up a snapshot for editing, draw in a new layer above the snapshot and then hide the snapshot layer (and also the lighting layer if you have one) when you save the image again. otherwise the areas you don't edit are just projected onto themselves, since projection will always result in at least some loss of pixel quality, this means you are wasting work you have already done by projecting unedited pixels onto the originals. ~ Avoid drawing on steep faces: ~ if you draw on a steep face, it's getting fewer pixels stretched across a larger area. this is bad for quality, and if you are occluding with this snapshot it will look extra ugly. also it's good to avoid anyway, you wouldnt paint facing a canvas looking along it instead of at it would you? ;) ~ Triangulate: ~ pixexix triangulates all meshes when they are imported, in most cases this wont be a problem, but if you have quads that arent particularly flat you may notice creases throuh them in ways you dont like. if this happens, first triangulate your mesh in your 3D editor before importing to pixexix. ~ Pixexix needs normals and UVs: ~ pixexix needs vertex normals and uv co-ordinates, don't forget to export them ;) ~ Break it down: ~ Pixexix is happy to work with an .obj file that contains multiple mesh objects, and can edit them in combination or individually. so it makes sense to break your mesh into sevral meshes if you want to edit different bits individually. this is also important for meshes that have shared uv data, for example a character which is mirrored? bring it into pixexix as two meshes and just toggle the mirrored mesh to not be editable.

Pixexix by Sophie Houlden (@S0phieH).