Looks great so far! One thing you may want to consider if you are planning on baking it down onto a low poly is rounding some of your tight edges more so you get more pixel information in your bakes.
I have no idea, but these three sites I bookmarked recently might be a good place to start looking into things like that: Pixel Prospector - The Big List of Business Resources http://underdevelopmentlaw.com/blog/ http://www.gamesbrief.com/ I hope that helps, good luck! :)
Jeremy-S...just to throw in a monkey-wrench, check out 3d-coat as well as Topogun...retopo there, plus you'll get another couple of options (voxels, lowpoly per-pixel painting, blah, blah, blah) that you won't have in Mud. :)
Not in the same way that you can in ZBrush, no: the pixels of the whole document area are always evaulated. What you can do is toggle visibility of layers and effects to help performance, or organize layers into groups so you can toggle a whole set at once.
That's not 8/10 quality. It looks more like 3/10 I think Tinypic recompresses the image if the filesize or dimensions are too large. Try posting the screenshots as 2 separate images? 1200 pixels wide or so should be plenty I think.
I have noticed that having your rulers in PS set to pixels as a measurement helps avoid Ddo crashes....no idea why but it fixed an issue that we were having at Guerrilla a while back. Intrigued by the new suite, looking forward to giving it a spin.
I think whenever you try to make something that was basically a few pixels to a full 3d model these days it's quite a challenge because it requires a lot of imagination. Obviously you can make it as little or as much detailed as you want. Best of luck.
Go to the shading tree, add layer > render outputs > geometry > shading normal Then you need to make sure in render output properties of shading normal you got 'remap pixel values' * on *. Bake, and save your map in a linear color space.
I considered doing that actually... But the gun ended up well over a 100 tris and at 64x64 pixels I would not have been able to give it enough texture space compared to the body. So then I decided to just make it as part of the body. :)
Padding in Sub Painter is automatically generated: it stretch a pixel until it reach an other UV island or the border of the texture.. Cage is a bit difficult to make in that model (i think) because i have an amount of 100 parts and some are really intricate so...