Tried out lightmass. Of course, lighting is more accurate, I have tried Amazon Lumberyard but the AO looks pixelated and very rough. I am guessing you have tried VXGI? What was your opinion of it?
Rust is one of the few situations where you probably want a grey value for your metalness (unless it's very heavy rust), because you'll have a mixture of rusted and non-rusted metal on a sub-pixel scale.
I've read about pixel based sorting, but I've never seen it. I (h) Guedun, but that method will only work with black hair, where the intersections are not obvious. It would look horrible with white ir blonde hair.
Thanks Stoy! I had a few hours of manual packing thanks to all of my bits of internal parts that I wanted to be at a much lower pixel density, but I think my UVW is pretty close to done:
http://www.hourences.com/book/tutorialsvertex.htm Both unreal and source use vertex lighting on there environment meshes, except unreal as the option of using lightmaps whereas source doesn't. Im certain Marmoset uses per-pixel shading.
I was wondering, what does it means that the edge is too tight? Is it too shallow with a couple very close 90 degree turns, or like an edge extrusion inward that is maybe 1 or 2 pixels thick on the normal map?
Unwraps should be packed together as close as humanly possible because pixels don't bleed with compression. Burn your AO at 100 multiply into your textures for the most realistic effects. References are only for realistic work. /sarcasm
definitely the castlevania series on DS damn awesome gameplay and as Joe said, some of the best pixel art ever done, great music too. on PSP, I'd say Daxter is one fo the best platformers out
Yup, it's 32 bit. I also just discovered that erasing a blurred layer even with a soft round brush garners chunky, pixelated brush strokes instead. I think we're dealing with a gypsy curse at this point.