There's a project that has basically made the nVidia plugin for the GIMP here - http://code.google.com/p/gimp-normalmap/. Instructions courtesy of Valve here - http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP Bump and grind! P.S. yeah thanks for the pixel bender link!
Yeah, overlapping UVs is fine for your texture UVs. It's only the lightmap UVs that need to be unique with no overlapping. Don't forget to put a lot of padding around the lightmap UV shells. I typically put 4 pixels between shells.
Thanks a lot pixel! :smile: I'm working on a wood collection I'm planning to release on Gumroad, including this one. :smile: I used displacement Map with Tessellation just to show off. :smile: That's why you notice these artifacts Thanks!
For the barrel textures you may want to try adding blue lowlights and yellow highlights. It's a basic principle in pixel art, and I find it looks good on most hand-made textures. Other than that the barrel looks pretty good :)
Mesh are better all around for performance but using BSP for some basic stuff in your level is not going to kill your FPS. The main thing that is going to kill your FPS is not so much Verts but the cost of drawing the Pixels to the screen.
I know shit about rendering so I can't give any healthy advice in that area. I would like to see however a checker texture applied to it so you can see the pixel density on each part.
Cool, so sorting isn't an issue then. but what about overdraw? I would have thought with SO many transparencies you'd have a million overdrawn pixels. Was this ever an issue (such as, don't place TOO many sprites in certain areas?)?
Already tile to maximum before losing every detail. When tiling it too much it's start to blur the noise so it's look just like there is no noise at all. Would need noise that is smaller than 1 pixel but that's wishful thinking!
Why do you subdivide them that much anyways ? This little micro detail layer will never be noticeable on the bake (roughly 1 pixel worth detail) and doesn't really looks like stone anyways (weathered stone stairs = smooth)
For starter, set dilation width to 16. There is not enough padding around the seams and very likely some filtering grabs the "empty" pixels. Also I recommend Marmoset 3 for baking. It gives you control over the skew direction of the surface.