I wrote my own but you could try this... Flatten the UVs in their W coordinate before running the tools and see if that solves it. A number of UV operations cause shifts in W and that will mess with the maths used in the texel density tools if it's not accounted for.
Son of a gun, I couldn't finish watching it lol. Trolling at its finest! Is there even an option to mute such players? That's what I did in CoD: W@W before each match started so I could concentrate on the game.
the hotkey for hiding meshes is "w"--verrry easy to hit while navigating, since its only a matter of holding leftclickornot. You can turn the W hotkey off thought under the preferences >enable flight controls or something like that
There seems to be alot of improvements w/ the way Mudbox works w/ Photoshop. The problem is these improvements and the ability to mirror stencils feels more like a fix than an upgrade. Either way I look forward to getting my hands dirty.
Assuming this is the effect you want: Get>Propert>Color At Vertices Map Ctrl+W for paint options (color, opacity, etc) Shift+W to paint You might also be looking for something like this: http://community.softimage.com/tutorials/texture_painting_with_autodesk_softimage_part_2
Out of interest, while 3dsmax has W-information editable and available on models (UVW editor - you can move things forward/back through W-space as well as the regular UV), Maya only allows editing of UV coordinates, indeed it doesn't even seem to have a concept of W-depth for UVs. I guess you can't do this sort of stuff in…