What would be the Intended use for this piece? Mobile? I ask because the texture looks rather low detail to be rendered this close and is pixelated in some parts. Is there a restriction on your map size?
Add a render output set to Geometry > Shading Normal. In it's properties, tick Remap Pixel Values. Render > Bake from Object to Render Output. Save the resulting Shading Normal bake. :)
...and a bit too short. I'm just playing dragonfall and it's really very well made. Also, it's one of those retro games where retro doesn't automatically translate into "pixel-art".
I tried to get into GLSL once. I found the whole separate file for pixel and vertex shaders very confusing. But maybe that was just a requirement of Leadwerks? Horrible engine to work with anyway...
Huh, I didn't notice that, I guess it does have some spec variation int the pattern as well, I was paying more attention to the faceted pixel look. Thanks kodde.
UDK fills the area outside your lightmap UVs with black, it could be the issue where your uv borders sit along a "half pixel" allowing some of that black to bleed through
Yeah the edges should be looser or make the angles more sloped instead of 90 degree angles. Just imagine how many pixels would have to describe that shape on a 1024x1024 texture.
First issue, vertex colors and vector transform does not work at the same time. UDN Quote: Checking "Per Pixel Camera Vector" in the material properties will make both work together.
Does your high-poly mesh repeat beyond the edge of your low-poly? AO baking needs the relevant geometry around the pixels being baked to give correct results.