Hey guys, I'm new here and was hoping to get some input on this arcade machine I'm working on. Included is a render and also diffuse map and very rough spec map. Any input would be appreciated!
It's done deliberately to reduce mipping artefacts when you are viewing from a distance What you're showing here is the opposite - your texel rate is too low for the screen pixel rate and you're getting filtering artefacts as the GPU scales the texture up. I'm not sure what you're viewing the examples in - I would…
The trick with the texture is diffuse light baking, done in for example 3ds max? Or is there some raytracing function in the engine (baking done within the engine, like UDK)?
Yes, the colours have to be solid for the masking to work as it should. So padding or diffusion on a single island like this leads to errors as the texture bleeds onto itself.