Those kinds of details are going to need an uber high resolution texture, try 4k. With that said, you normally would not dedicated a super high res image to something like that, so you would need to zoom so the texture tiles far less and then the detail can be represented with the pixels you have.
You can also have shading issues. I'm not sure how important that is in this day and age with per pixel lighting, but certainly back in the olden days you had to avoid large polygons, and long thin triangles because of vertex shading. Anyway, dividing it up into more polygons allows for texture tiling.
i'm assuming that those shadows are baked into the lightmaps and to get crisper shadows from that you'll have to increase the amount of lightmap pixels available to areas where you want crisp shadows. either increase the lightmap res on the whole geometry in the editor or tweak the UVs to give important areas more space in…
Yep all good now. Though just a note on your site, the background colour is pretty bad :/ . In my experience using a gradient is also a way of making a much nicer bg (using a 1 pixel horizontal tile). Try something with a darker value. and the resume page has really weird formatting.
My advice would be to imagine this as made of paper then smash it flat creasing (mirroring) along the ridges and valleys. You would then end up with a very overlapped and mirrored UV set but with no seams. Then just scale the UVs out over a tiling bark texture until you hit your desired pixel density.
That's pretty funny that anyone would call the implementation of traditional painting in video game development "oldschool artwork". I guess we have different definitions for what is "oldschool". cycloverid - I was wondering as to how do you keep your highlights and fine detail from looking lo-res and pixel-ated?
where do you bake these? as a first measure besides that i would start straightening UV islands, straight pixels just cause less artifacts in general. also trying to paint over seams of a tangentspace normalmap in diffuse mode is generally not a good idea. if you want to paint over seams of a normalmap, use a worldspace…
Really solid piece man, the only super mini nitpick I would like to shime in is to show a quad wireframe, the triangulated mesh is not as clear as a quad would be. Ohh also your UV could maybe need some extra padding space of like 3-6 pixels in areas.
What drag brush is? I had similar problems with stencil- 'pixelization', even with 2k map. Projection master is OK in some cases but most of the time I use simple 'dragrect' stroke and alpha or just stencil. And I always turn on automasking>backface mask. Show some screenshots.
Well, distortion in the UV means you'll get distortion in the lightmap, too. Luckily they are generally pretty low on detail so you won't notice stretched/skewed pixels as much, so 'does it look good' is a decent approach. And your current UV isn't all that horribly distorted, anyway.