Not sure I agree at all with making the texture rotated like that. Having sharp diagonal lines can make texture aliasing a lot more noticable on lower levels of texture filtering. If the lines of the texture can line up with the pixel grid, they really should. Makes the texture scale better with mipmaps too.
also you should consider how it looks zoomed out and how much detail your normal map can take? you dont want to be zoomed in worrying about blocky faces upclose when the detail is too small to for your limited amount of pixels in your normal and diffuse maps to represent.
Yeah from that point you need to do a bit of manual working with the UVs. Follow Nightshade's advice, and also try snapping to grid in the UV editor and setting up the grid to match each pixel on the texture. Roughly rotate big chunks of the UV and use tools to straighten the UVs if you got them.
It looks like this reflection mapping is being calculated per-vertex. To prevent this, either use a renderer that calculates it per-pixel. Or up-res your model to use more polygons. Or bake a normal map from a high-resolution version of the car model, and use that normal map on your low-poly model.
Well it's all about balance like everything else. Obviously, less is better. Would the texture benefit from the extra pixels and does the piece warrent them? Then again if your want tiling textures, your probably better of with separate textures. Some can then be batched or turned into atlus textures to save on drawcalls.
I'm gonna add details with texture. I really hope it comes out great. We are trying for video game type movie. With the pixelated textures and no anti aliasing and low poly models. The problem with the face is that, it just doesn't look that good. and here's a little progress with the model. Gonna work on the enemy now.
i have a 1 million pixel limit, is this referring to polygons count in zbrush? And i totally will look back into proportions and anatomy. I have under 20 days to complete this so i really do need to push forward. But having said that, in the holidays i will look into correcting the proportions and anatomy for this sculpt.
looking great. it couldve helped to loosen up some of your edges in the high poly.. currently a lot of your 90 degree angles are aliasing, which at this distance really shouldnt happen. for a 2k map your edges are given 1-2 pixels, so those are pretty much gone if you downres it.
when you add the greys together you get a value bigger than one which you can't see but is read by the normal node. the colour version of tilesampler supports alpha which you can use to mask the shapes out - alternatively you could make a pixel processor that clamps the values.
I'm new to 3d modeling but I've typically been unwrap everything then using a MapScaler modifier in 3ds Max to ensure everything has the same scale. Is this a bad way of doing things? (Learning ArchViz with 3ds max, and also UE4) It seems to work, but should I be learning the pixel per meter method?