What part of the process is bothering you? Also technically that video above, when you use real people, is called pixelation. Be careful you don't fail the assignment by doing the wrong thing.
Well, FF7 was released on a psx though. The games that were released the same year on high-end arcades like Street fighter 3 have aged much better. Pixel art at it's finest!
ok here is an image showing the effect. The problem seems that there is a slight difference how the cube pixels are calculated and if then a bright and a dark spot of the cube moves over the seams you get something like this:
Np... The another thing that can work is you add an Unwrap UVW, open the uv editor, select all the UVs, then go Tools-> rescale clusters - this will also give even pixel density.
You can try the following: make a 128x128 checker texture. Load it in your uv editor. Pixel snap your elements (alternative option on the grid snapp button in the bottom right corner).
Because MR glow is just a post effect. It's better to render without glow as 16/32 bit EXR file and apply glow based on pixel intesity in AfterEffects/Fusion/Nuke/PS.
Looks like you might need pixel padding. Change your "Fill texture seams" value to something like 16 under the Maya Common Output section of the Transfer Maps window.
Hello, Several years of experience in the industry, mainly 2d (and pixel) ; maybe i could be of some help ;) email me at dalkalts=at=gmail.com, i'll send you back examples of my work
if I may ask you, why do you want to keep polypaint if you can export it to texture and have better density on pixels? The decimated polypainting is not going to look sharp enough.