Just guessing, but it might be a LOD problem. More costly operations will be turned off in the distance to save processing power, so I would guess that a shader or texture for hi-quality rendering (only used for closest pixels) is defect (wrong parameters).
I fit were me I would probably UV it like this: Don't be afraid to rotate, scale, stretch, squash, etc. your UV shells. Anything goes with UV layouts as long as the end result has an even distribution of pixels.
Properly baked my normal/AO maps in Topogun and fixed all the little things. Also sorted the pixelation-it was because I was basically stretching a 1024 map to a 2048 map one way, hence the stripeyness. It's now two separate textures.
What the... those pixelated screens remember me Wolfstein 3D and Quake hahaha. I'm glad i cancelled my pre-order, this game sucks with ATI/AMD videocards and its drivers. I'm really fed up of ATI/AMD.
Sort of. Out of this world (and similarly [ame=" https://www.youtube.com/watch?v=gJyP5efESaI"]flashback[/ame]) used some sort of bizarre polygonal rotoscoping. While sword and sorcery is more crispy/clean pixel art. Gameplay is certainly similar though.
awwww yeah! awesome update man! regarding dilation, you just need to expand pixel selection by 1-2 if it still gives black outlines I made a small tut : https://www.dropbox.com/s/ustv0zp6pfxauy1/photoshop_padding_wizo.png?dl=0
I'm not talking so much about the delay. I'm talking about the color changes and the varying tones of transparency depending on pressure. Like its liquefy with color being laid down with the brush stroke versus just pushing preexisting pixels.
Hey Pixel! Thanks for the information. That makes a lot of sense. It is going to be a portfolio piece, so that should make it more open. I'm really tying to pick up on where the line is draw between in-engine flexibility and efficiency for hardware. Thanks again!
I guess you're trying to use the auto-retopo, your mesh looks pixelated because it converts it to voxels, so that's normal (and shouldn't be a problem for the retopo). Not sure about your paint issue, worked fine last time I tried.
Not enough padding, you need 8+ pixels. If you have your normals (baked ones) on a different channel, just install xNormal and it will install a filter for Photoshop. It's called dilate, use that to 'pad' your bakes. Or set it directly from ZB.