I wonder if I'll be proven wrong... Maybe they'll actually be able to go CSI on it, zoom in on a super pixelated license plate, or the face of the killer, and get a super sharp version of what that actually is.
Great gun johny! How much time did you guys use for the characters (the ones shown at IGN)? They are looking pretty rushed with all those dirty edges, pixelation and waxy shading.
i don´t get it?! .. if the diffuse is green and the selfilumination is white you have a green-selfiluminated-pixel.. so where is the problem?? do you want to control the "glow"-color with the selfilumination-map?
This, A lot of people seem to follow a rule that makes the edge more bevel, to avoid aliasing in game, and have more pixels on normal map. In my experience, it not worth it especially with realistic FPS assets
My older weapon material was often 512x512 pixels or 1024x1024 for games such as Half-Life. Due to the evolution of many game engines, I can now texture models in higher ranges of 2024x2024.
If the mesh has a normal map, then take a look at using the existing normal map and dropping the effected edge pixels down a couple of values to give it depth and let PPL take care of the rest.
That's actually really cool, man. Shade it! Google up some tutorials on pixel art, just so you can learn the techniques, and then see if you can refine this piece some more.
Testing out some of the new features in Pixelyz. vector group animation, gradient and dithering https://polycount.com/discussion/227914/pixelyz-create-your-pixel-art-animation-fast/p1?new=1
Also, tessellation depends on the base topology. This doesn't. One pixel means one quad. An entirely new topology gets created (a uniform grid, which gets warped into the shape.)
Hmmm.... are you using primary reference for this scene? I checked the histogram of the screenshot above. It seems that a lot of the pixels are pure black. Or maybe you're making the scene intentionally dark?