A few tweaks before moving on. Length of the cape and skirt. Tweaked the shoes, made it more pointy and narrower, and added a little piece to break the blankness on the heel. A few bigger scratches in hope to show up on the 1k map for more than a pixel. And some minor tweaks here and there...
How much texture space to spend on each area depends on how important/interesting it is and how close the player can get to it. At an absolute limit, never use more than one texel/pixel. A checkerboard texture can help you judge relative size in the world.
Custom Desktop Logo was exactly what I was looking for to "brand" my entire desktop while running a slideshow: http://customdesktoplogo.wikidot.com/ It doesn't seem to let you adjust the translucency of the overlay like the original poster wanted, but it honors transparent pixels unlike Foreground Reference Utility.
It's either 1280px or 1024px wide that's considered the smallest screen size for people who use the web, so you could probably make your images anywhere from 1000 to 1200 pixels wide and be okay, you could then have them link to the higher res versions.
Bah. It's good solution to complement world space GI. For something like tree branches. Or very localized GI. But on it's own ? I agree, screen space GI alone is useless and you are better without it. Unless by screen space you mean color bleeding to nearby pixels.
Whoa. I thought the character on the ship was a stand-in, but that's actually going to be the character? If so, you have some huuuge difference in polygon density. He's about 50 pixels tall in the shots, but he's got about 3000 triangles? That's quite unneccesary. 500 should be plenty at such a scale.
Thanks for the kind comments, that's awesome to hear ! Ya that feature has been requested numerous times .. and actually my process already included highres versions for the icons before turning them to pixel art. Obviously with the nature of gamedev some things get implemented before others.
It's an issue with the binormal not being flipped when the UVs are. Fairly common issue with game engines. You can either try to fix it in the shader (I think UE4 does the transforms in the pixel shader anyway) or possibly in the mesh... although I suspect that would need some coding.
I'd assume that the displacement/parallax map is generated from the normal map that is generated. With the normal map generated, angle differences between pixels are probably compared to generate height information. Probably similar to how some plugins can poorly convert a normal map into a height map.
I've fixed the bake output and put the output to 4k yet there still seems to be a problem with the tri-planar mapping. Is it possible that I need to add a more pixels through a UDIM set-up to wash away the hard edge of the UV? Or are there other ways to remove these hard edges?