These could be from low edgepadding issues. Try setting the edgepadding to something like 4 or 5 -- this will bleed the pixels along the UV edges and eliminate artifacts like that. You might want to test the AO and Normals separately to see which map(s) is messing up.
Not a whole lot to critique on so far, but it looks solid so far. If you wanna bake it down to a lowpoly, your chamfers might be a bit too tight at the moment. Edges need a wee bit of bevel to catch as green or red pixels on the normal map for it to work.
a detail shader would work good for this, that way you keep the uniqueness of your sculpt, and then when you get close enough there is a tiled lower rez texture. Can also make the big normal map even bigger for more detail, pixels per poly
I was not suggesting you try different edge padding values. Edge padding should be set at a high number like 64 pixels and left alone. Try adjusting your raycast distances. This video might help you: https://www.youtube.com/watch?v=l59_R7RENxE
Hello everyone. Update. Very slowly continue )) * changed the grass. Train has found rust. added the decal under the rails and gravel, as well as some new propsy. Decay of a pixel, nathdevlin do not worry, debris and broken pieces will necessarily be some new image:
Best of luck sinz. And i made a mistake in saying that i used on average two 64's. For one of the titles there was a limit of 3 32's. I can't believe i already forgot how painful that was, trying to make "realistic" eyes with 3 pixels....
Well you should probably maintain the same texture density across everything. Easiest way is to map a checkerboard on everything and keep the squares to whatever size you decied. Like 256 pixel square is 1 meter or whatever. But yeah, if it's smaller then less texture resolution for it.
i think you need to check your texture resolutions/scale on the walls and floor. Compare those to the barrels which have a much greater pixel density/scale and it stands out like a sore thumb for me. I think they are much too big btw.
are you sending binormal and tangent ? I always thought the main reason of sending both is that it would fix these things ? by the way I just thought of another issue, when geometry lines are not same in pixel-length, wouldnt that also mean interpolation runs non-perfect ?
WHO GIVES A FUCK? you're a monkey I'm a monkey the people that are coming out of school right now are monkeys. who cares? do you want to die as a pixel pushing monkey? if not then stfu and do whatever you think will make ur life worth living.