shuriken sounds good, I had a small play, couldnt figure out what each setting means just by looking at it but will read up on it. So probes require some proper per pixel shaders? maybe not a good idea for older mobiles eg 3GS or mediocre androids?
Exporting tangents and binormals won't fix it. Unity will discard the binormal and simply store a handedness value, which would be fine if the tangent basis was orthogonal, but 3DS Max's is not. 3DS Max's normal maps also require that the tangent basis be normalized per-pixel (which Unity doesn't do).
Dudealan Im in love with the boobs in that pic. Perfect and, hmm, flexible (nice and firm, but sure would look huge in a push-up) Pixelated, yet delicious ... OP : that topology is way good enough - provided you adjust the relative proportions of things when you model/sculpt later.
Hey that's neat. Did you develop this? Which versions of PS does it support? Fill% is different from Opacity% btw. Fill is helpful when you use Layer Blending effects like Bevel, Stroke, Drop Shadow, etc. since it only affects the layer pixels not the effects.
I think he was asking about baking. Rule of thumb is that there should at least the same amout of pixels as there are polygons. This at least in theory should give you best results. Of course you are likely to encouter other issues and texture size is the least important of them (as it can be easly fixed).
Also big tip I'll give you: watch out with your edge hardness/bevel sizes in you highpoly, you make them very sharp a lot of the time. I'd go over the rifle and soften it all up, as a lot of edges will barely be a pixel on your normalmap.
You have a lot of useless (half)loops there. Particularly the LCD screens are wasteful. I would, however, add more sides to the round objects. If the endresult is going to be rendered roughly the same size as your highpoly screenshot (1000+ pixels wide) 8 sides probably isn't enough.
The most recent requests I have done for someone developing an Indie-Game, so I am rather proud to say that I am also available for pixel work, too. P.S.: I had to add the watermark since the Copyright belongs to Alex Pinder, creator of Lostlands.
thanks, so, after I have a discussion in discord with @JedTheKrampus I learned good new things. all the problems were between the vertex and pixel shader . in the image it shows what I mean : Unity : so yeah, now I get all the points thanks guys.
"Still"? I don't think anyone ever used Paint. Not for anything professional. I'm curious how you're even doing it. I mean, if you're doing 2D retro pixel art I can see how it might be possible to use it, but does it even support transparency?