By default 3Dsmax use small size texture map for display in the viewport. Try to go to View->Viewport Configuration->Display performance and put like 4096 pixels in the "Texture maps" field. Could help
your stuff always blows my mind, every pixel is used to the extreme :O; Definitely checking this out when I get home. Did you use anything to generate a base for the terrain?
The pixels really don't bother me, I can imagine a sequence of pictures all in that 'accident' like style. The shading seems simple, yet very accurate, where did you learn from?
You might want to work with more opacity on your water, and use a pixel depth node like this: You can ignore the tide stuff, or not. It's always good to mimic the water going up and down. :)
@theonewhoknocks yes totally @hegvbwkeuyrv if you polish your desired edges with the slider you can get more bakeble edges. If an edge is too sharp, it effects only a few pixels in normal map.
If the palette looks good ingame that's all that really matters. One thing you want to watch out for as you continue forward with your level is keeping the pixel density consistent on all of your textures.
I realize they are small however the school im applying to wants the pictures submitted in a 600x600 pixel canvas space. i suppose i could go back and blow them up for poly count.
I'm not at a computer to test this out but... Try getting rid of the alpha channel. If a pixel has 50% transparency then its maximum value can only ever be 50% so it'll naturally get darker
Yes, the smile definitely needs more polishing, thanks for the crit! Eyebrows are still placeholder. But don't compare her face to the concept please! That has a pixelated something there just to indicate that 'there is a face'. :) Thanks again!
I love the huge disparity between the blocky, flat, blurry parking meter and the character, in the middle shot. Even if the parking meter is meant to be that blocky (most aren't) there is still a HUGE disparity in pixel density.