I understand there will be less pixels and therefore detail. However because of the scaling algorithm it tends to blur and push pixels around in strange ways sometimes? What would be the best way to scale a 3K texture to 2K?
reconstructing 2-component normals is cheaper and spherical coordinates don't interpolate linearly (imagine having 1 pixel with φ=π, with a neighboring pixel being φ=-π).
This looks absolutely flawless, apart from the pixels for the roof of the car; something about them is jarring to me. Possibly its the amount of pixels? (i.e. just the one row).
Yeah, that makes sense. It is supposed to be a game environment after all. I suppose the most important thing is just capturing the same feeling, not necessarily copying it pixel for pixel.
They haven't "stretched" it, they just resized it. So yeah, it will appear more pixelated, but the 3ds had quite a nice pixel density anyway so it shouldn't look too bad.
About the website, I'd like to see some borders, or cell padding. 1-2 pixels between each picture. 5-10 pixels to the window borders. and that kinda stuff. Great artworks though !
For me it looks like it is the pixelpadding from the mipmapping (as mentioned before me) You could make the textures core information 1-2 pixels smaller and use the same colors as in the center for the 'border' pixels.
FX cameras have bigger sensors (same size as 35mm film), which means bigger pixels. Bigger pixels = more light gathered. It's the reason why megapixels are overrated, especially in smaller sensors.
I use Mysticthumbs and it shows all that jazz. To see the size you can just hover your mouse over the image and it pops up along with the pixel depth and pixel format. Hope that helps :)