You may want to look at the small branch coming out the branch. It's too narrow and tapers to a pixel width. Are they stakes or tree stumps? I can't ascertain that from your scene.
[ame] http://www.youtube.com/watch?v=5KNLI6rInoY[/ame] Click the image to follow the link, to take a peek at the progress on the UI. It's static previs UI at the moment, but the pixel resolution and placement is accurate.
Why do you need it laid out in that cross shape, if they aren't actually connected? The first uv layout is a better use of uv space, giving you smaller pixels on the model.
That is really really awesome. I really love how these purely virtual things look when entering real life. With the pixelated textures it makes it that much more awesome! Really cool! :)
It looks like pixel bleeding. It's a natural thing for the settings when baking AO, normals, ect. It essentially is what helps seamless edging on your models. That way the seams will not show up.
hell yea #1 I love the old school side scrollers, the pixel artistry in metal slug was amazing, would be cool to see some of their set pieces translated into a 3d interpretation.
Jason, you're right as ever :> Gotta fix it up. thanks for the crit. Sirdelita, thanks for the comment. I fixed the floor in this scene. Got some wierd pixelation going on at the tiles though.
One way is to get a bitmap or a vector of the layout you need, then uv to that. The resolution is up to you, just render at that size. I.e. 10 inches at 300 dpi is 3000 pixels across.
Thanks DanNC! I made a big career change in 2012 and no longer push pixels for a living. My hobbies changed as a result too, so 3D art took a back seat :)