For starter, set dilation width to 16. There is not enough padding around the seams and very likely some filtering grabs the "empty" pixels. Also I recommend Marmoset 3 for baking. It gives you control over the skew direction of the surface.
Make sure that you have an alpha channel on both masks and they have at least one white pixel. Just paint a 100% white circle outside of an UV island. Also make sure you're saving them as 32bit TGA.
Yeah, that was the issue, sorted it out now so it has 4 pixels either side of the moon, no streaking and I didn't need to use the alpha. It's not perfect no but it's a damn sight better than a glowing orb with no texture on it, thank you again :)
I ended up having to do the "use a plane with a transparent PNGs., but the PNG has horrible artifacts and pixelation on the alpha channel, it seems. But in the viewport, it looks fine. I'm using the Halo 3 HUD, right now, as a temporary stand in.
it is tuff, at 4096 x 4096 over 100 feet you are getting about 1 and 1/2 inches per pixel of screen res. I have to keep dividing the faces down till I get it nice and tight.
You might just want to watch your texture density in some areas... specifically the tops of the bits on the side that look like anti-grav engines or something. The pixels are visibly smaller on those so they don't quite match the rest of it.
I agree with the resolution. Based on my web stats, 90% of visitors use at least a 1280 horizontal screen resolution. So that is the min spec you should design for. That usually means that images should be about 960 pixels across.
I have a 30" screen with 2560x1600 px, and i feel the size to pixel ratio is perfect. The resolution is awesome for working! I still like to have screens(vertical) on the side, but they're pretty much optional. Can only recommend it.
I am kinda new to instagram and have no idea what i'm doing. But, appreciate this thread for some rad art to follow! If you wanna see pixels, doodles, and 3d stuff I'm over here: https://www.instagram.com/cupohhjoe/
Must be a limitation of that particular engine. It's not a limit of the DDS format. IIRC, DXT compression format is limited to a minimum height of 4 pixels. And textures must be powers-of-two. But don't have to be square. You could have a 1024x4 texture for example.