Normal padding i usually crank up to 32/64 pixels or something, you can never have "too much" padding, i'm talking about the minimum physical space in between islands here.
Storing the alpha in as a separate texture or not makes no difference. It creates the same result. Only difference is when the alpha data is being used in the main texture to represent something else. (the alpha value actually doesn't mean anything, it's just an extra number, and can represent anything, usually it's for…
Sorry to be a downer here, but your uvs are tooooo tight, you'll have trouble here with mip-mapping when parts bleed into other areas, you generally want 4-8 pixels(depends on resolution of the image really).
Yeah, 4 is about the min i would want, on a 1024-2048. Ideally with that size you have 8-16 pixels inbetween islands. Oh also, the larger the texture is, the more padding you need, not the other way around.
Almost done. And to whomever asked for a larger one...whenever I finish I'll upload it at a larger size. The image itself is actually retardedly large...16.5"x16.5" at 600DPI resolution, so it's almost a 10K x 10K pixel image heh.
@SHEPEIRO: Nice work man, reminds me a lot of Lost Odyssey. They loved the vertical objects hard in that game. @Papa_Austin: Any particular reason why you seem to be upressing a low res image for that? It's sexy but looks pretty pixelated at full resolution.
Thats some quite strong fringing around your image xvampire, is that meant for 3D glasses? I see a lot of subtle fringing in images posted here, usually more subtle than that, just a pixel or two at most. I still haven't worked out why yet, unless it really is for 3D glasses :/
heh, thanks dudes. i'm making a little mockup of a game. pixel art is fun :) catstyle: that concept and model are so great, especially the face. Reminds me a bit of the girl from Mirror's Edge. dejawolf: I love the mod and lighting. It looks like a frame from an intro for an oldschool 90's PC rpg, so I approve!
rawtalent: you really should work on presentation. Your first image consisted of a pixelated mess, failing absolutely at showing off the wires. The ones after that were blurry and unlit on a black background, and the latest one is a red blob spinning way too fast on a white background. I really, really can't give you any…
That thing specifically isnt what i am working on, im more working on that sort of thing. Two secnds ago i was working on a sort of side of a hill sort of thing. Im trying to be able to really get my ideas on paper (or in pixels) as i actually imagine them, and learning value at the same time. its working out not very well…