Like this. Here is a comparison. But it could be optimized even further without loosing quality. Also one thing to not forget, this thing wouldn't get more than 500 pixels on the screen, even in an fps game. In a tps or something that isn't fps, its like between 50-70...
1 continue practicing arts 2 practice pixel arts 3 work on smaller game concepts 4 practice coding and networking and get started on some probono projects for portfolio 5 create a dedicated web server and nas for all my work and design a website.
I tried that just now and it gave me the shitty 8 bit swirls when I tested it in zbrush I also tried saving as a psd, jpeg, png, and tiff, still get the same result, either the weird pixelated version or the 8 bit swirled version
I like to use it very sparsely. I"ll increase the value just enough so the edge of something on the sides of the screen only show 1-2 pixels thin of green. It isn't strong enough to be annoying or immediately identifiable but I think the eye picks up on it.
http://steamcommunity.com/sharedfiles/filedetails/?id=679650649 This is a hand pencil drawing i did as an example guide line. I prefer to draw by hand as you can make precise lines without the worry of pixels. I will import this into Photoshop so i can trace over it.
I say you're not really using the best reference as you could. The details get lost because of how washed out/pixelated the frames are. It is also not the best lighting. I advice you to use Google and find some recent close-up shots of slim shady.
The solid colours are in the background layer and not the same layer as my foliage. So I just ctrl-click the foliage layer to get the marquee selection of my leaves and past that in the alpha channel. The solid colours are just there so that if & when its LOD's there's no bleeding of black or white pixels.
Looking good, they remind me of trees in WoW only better =) I would suggest not using black as the background color for the leaves but something more like an ambient green. That way you won't get any weird black pixels if your mask is off by a little bit.
Texture looks good so far, but I agree it's pretty plain for a 512. I think the main point is that most of your dirt & scratches feel very mushy. They need to be crisper. Get in there with the 1 or 3 pixel brush to bring out some of those scratches better.
But I want /need it to be in modular pieces not as one asset? Im not sure what you by the shading, those are hard 90 degree edges? But it's like the trimsheet normals are bleeding into each other or something. When I snap the UV's to the UV grid lines, same settings as I used on the viewport grid when making the trim…