ahh sad day :( anyways nice work you should slap some bitchen particle effects in unreal and maybe give the very bottom more UV space....or cover it up with water because the pixel density is thrown off
I am not sure for certain but think it perhaps would still be 16 uv points for a video-card since tri-stripping wouldn't work across the center anyway probably. Because you would have to flip normal vectors to use same normal map pixels. if anyone knows better I am curious about right answer too.
Edge padding ideally should be done by the baking tool, not in Photoshop. The alpha in Photoshop is usually antialiased, so Solidify smears those dark pixels outwards. For best results with Solidify, you need to force the baker to alias only on uv edges.
You sound like you're in a crisis of not having established a target platform. What generation/system do you want to target? PS3/360/WiiU can be grouped together, and you've got the current top of the chain with Xbox One/PS4. Decide on a platform group, and then research the rough kinds of specs you'd get; For example if…
Its £320 on the UK Dell site I think and only £260 on ebuyer.co.uk - I have used ebuyer for bits and bobs over the years and there a reputable seller. Was worried I wouldn't be eligible for the warranty pixel+ service but just call Dell and its fine.
Without 2K maps I really dont have the pixel density needed unless I make the vehicle perfectly symmetrical. I see people use 2K maps on guns. Maybe I should make the tank symmetrical and only do half?
You can also bake any texture across from one mesh to another in Xnormal, so even if you UV-unwrap your highpoly model and paint a texture on it with pixels rather than verts, you can still move the data over.
In my opinion you should use a little bit of higher resolution, for me it seems to be a little pixelated! I also would add more details to the texture, not only the green skin! But looks good so far, so what is exactly your problem? :)
Very Cool! Great artwork, too :) Any plans for animation support (onion skin...)? Also support for mixed resolution layers would be cool, like some layers in "pixel" mode, while others are traditional and could have an alternative resolution (say a sketch).
Hey, I re-sized the maps to 512 by 512 for the car and 128 by 128 for the wheels and damn you were right, not much loss in detail from a distance. Though we can see the pixelation if we go really close... Here's a few renders...