When the texture is filtered by a 3D app, the edge pixels will pull in the opposite-sides' colors. To avoid it I scale the UVs down a bit, a couple pixels away from the UV 0-1 box.
So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
Hi! I would evaluate the bake first, without any textures applied, to make sure the issue lies there. I would make sure UVs of mirrored or repeated parts are outside the 0-1 space (offset by 1) to prevent two different values being written to the same pixel. To align the hands UV seams to pixels, you would have put the…
Ah, you need edge padding on your bake! :D It'll stretch the pixels around the UV borders by a certain number of pixels, avoiding the seams. Try baking with a larger edge padding and see if that works. :)
The texture pixels are larger than the screen pixels. If you want better rasterization detail when close to a surface, you could try Detail Textures. http://wiki.polycount.com/wiki/Detail_map
Weird. I have been debating whether to force pixels or not... Just trying to be non invasive but maybe I'll test out if forcing pixels if it's not already and then putting back to whatever it was before
Worth noting, I upscaled the texture in Photoshop to 1024 still having it pixelated and the horrible blurriness went away. It's almost like 3DS max is trying to make my Pixelated texture blurry.
In Mari 2.0 anything that produces new pixels is a procedural layer, anything that modifies the pixels underneath it is an adjustment layer. It took us a while to work out what a flow map visualization should be. :)
Nice pixel art, but it doesn't seem entirely pixel art, it is obvious you did not do all of it using the pencil tools and fill tool. You seem to have used some airbrushing.
I use this, I don't remember where I found it it was about 3-4 years ago? Color, letters, circles, and it even lets me check pixel density because it has a faint per-pixel checker.