I'm pretty sure you have to specify an output size if the graph is relative-to-parent - I'd expect the same to be true for bit depth. there's not really anything useful you can do to simplify the pixel processor you only need the pixel processor though, the rgba split/merge stuff is redundant cos the pixel processor is…
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).
Make the bevel at the width where it will be at least a pixel wide for most of the time it's being viewed. Or, two pixels wide if you think it's not too comically wide up close.
*Pixel* padding. Sry...When the edge pixels are extended out. When you don't have this, then you'll get such seam line errors once the texture gets mipped.
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.
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).