I love it! I'd like to see some pixel artsy bilboards, corporate logos and other such signs here and there to spice thing up a little bit, but that'd requir some further (and heavy) optimization of your already tiny texture :D Great work anyway!
Theres a bug in the current version of Unreal that cause vertices that are on the very edge pixel of the UV space to get clamped to the opposite side of the window, resulting in what looks like a garbled mess. Try giving your UVs some padding around the edge and see if that helps
Hmm, hard. You'd need to lay out each face with the surrounding edges touching, then make a + shaped selection and blur from there. Maybe extending out the corner /edge pixels. How much blur ? Blah, pictures worth a thousand words - this is how I'd do it :
To quote a common software development axiom : "Why doesn't it just work?" 3D is so weird sometimes. This doesn't even work properly in max, at least the last version I tried when you RTT any partially transparent pixel gets rendered black
Blaizer: That's an issue I only get that when working with very large file sizes (and/or very high res). When I work on anything smaller than ~2-3k pixels I have no lag. You still have that lag with a low-res file?
Yup you need to be very aware of your specs. Texture size, polygon count ... This is what will drive the level of detail of your object. It would be even better to have an idea the amount of pixels/feet or meters you are shooting for. Comparing with UT3 vehicles is a good idea!
Earlier versions of Unity had a fog script which could be adjusted to work like ground fog, so it was based on Y world position of the pixel. You might find similar things on the asset store or take a look at Unity 4 or 5 ImageEffect Bundles.
You shouldn't need to account for a lot of extra space for the padding. It stops rendering padding when it runs into something else. You can see in this example of a cube where I rendered an AO map with 32 pixels of padding, the padding does not encroach into important areas.
I think you have great content but presentation really kills it honestly. Especially the pixelated rounded corners, and that green. Also, don't hesitate and push the saturation of your normalmapped pieces in the thumbnails. That type of CG shown on a white background often looks washed out.
[ QUOTE ] that doesnt sound japanese at all =?= not in a hundread years i wouldhave believed that a none japanese artist could pixel animte stuff like that [/ QUOTE ]He's Australian. You'll never get all of the in-jokes if you come from outside our little continent.