ManxViking, you should do some manual anti-aliasing on the mighty max texture especially on the M on his t shirt. Like this: Both M's use a single "middle" colour and the eyebrow uses 2 colours each at about a third between the black and the skin tone. Just imagine how it would look at a higher resolution, for example, if…
In that case, you should increase the padding in your render to texture settings, then rebake your AO. I like to use 8 pixels of padding in most cases. You could use 4 pixels if your texture is really small (256x256 or smaller).
@Somar Getting a pixel-art style depends a lot on your UV map. If you straighten out all the edges of your islands you will end up with a "pixel perfect" texture that can show off the style without as much aliasing artifacting.
So the way we're doing anti-aslising is with SSAA. Which is the heavy-weight-yet-best-effect AA algo. It works by rendering 4x pixels then downscaling to one display pixel. Unlike MXAA it fixes aliasing in textures. And unlike FXAA it keeps edges sharp and does not muddle textures. The way we got the pixelated look is by…
Cheers for the responses guys, going to alter it asap. "This severely reduced the amount of transparent pixels - which will save you in overdraw (when you have to draw a [semi-]transparent pixel over another pixel it costs you extra GPU-time) plus it will give you a bit closer approach to the wibbly wobbly shape of a…
@mariomanzanares: You have a lot of pixel rotations in your texels. Maybe as a suggestion try to line up UV edges next time so that the textures line up nicely pixel by pixel. Like I had to recently unwrap a character and since the textures would be very small I decided to line up UV's wherever I could. It makes a big…