Read the challenge and its actually pretty unique. You get 30 minutes to do some pixel art of a hero char. I guess it takes place in London though, so Im out.
The tutorial you're following has their resolution set to 2048x2048, whereas yours is only 256x256..So yours has 64x less pixels than hers, so of course yours will be way less sharp.
Hey! Sculpts looking great, but I feel you could use a lot more of that negative space on your unwrap. It's a 2048, you would save so many pixels optimizing those islands.
Here's a decent tutorial, this is what a typical UV layout a building should look like. http://www.amc.ro/index.php its under share Gotta repeat most of the textures and have a consistent pixel density.
A question to ask in regards to your first question would be- How big is it? How close would a player be able to get to it? That would determine how much pixel density you'll want to pack into that model.
er, think you hit some kind of anti-hotlinking thingamy going on there, unless you meant to post a white 5000x pixel square edit: ah mop fixed it: jeezus h christ
If you want a format that's pixel-perfect and web-compatible, use PNG. Most web browsers know how to show PNGs, but not TGAs. Also, I usually find PNGs are smaller than TGAs.
Yep it's totally mesh decals. From afar, yes there can be zfight issues. Depending of you camera clipping settings and zbuffer precision, you'd need to offset the mesh from the underlying object so the engine can sort the pixels properly. This can also be done through the shader and distance to the camera :…
Thank you very much for this! Even after years 3ds max still have broken build-in BRDF texture (pixelated texture which produce artifacts), and your sulution solved the problem! (in my case I also edited orientation)
Irrelevant for memory, sure. But build an entire game like that and you're choking the renderer for no reason. Having zero coherency in your mesh data is just bad, your vertex shader is doing more work and your pixel shader suffers equally.