This thread has the answers too. You can add vertical loops like steppenwolf said, or you can bake a normal map. http://www.polycount.com/forum/showthread.php?t=135895
If you are working in editable poly, you can select the vertices, look in the command panel under Edit Geometry, and use the Make Planar buttons to align it to the X, Y, or Z axis.
I like it, but there is something wrong with the cast shadows. If the objects cast such a 'projected' shadow then the vertical beams of the shelf should also project their shape inside the cubes... Adding that would help alot!
to make it completely non-planar you have to move only to vertices...easy enough in maya as well. i dont think max has specific "make non-planar" tools. ;)
Looks great! Just one thing caught my eye in the last image. The wallpaper on the left side (bottom part) has got false texture rotation, it is horizontal but should be vertical ;-) .
Hello Farfarer, thank you for helping . No they don't, but I just found the issue ! I didn't invert vertically my displacement map after export from Mari, inverting it resolved it .
It doesn't ""delete" them, it snaps them to the closest point of the kitbash asset. In your case you'd probably do a quick inset and it'll snap those vertices instead of your loop.
I think you've gone too far, you've lost a lot of what made the texture interesting. I would have just brightened slightly that one vertical line of bricks.
Thot be a foine heed bouy! But... I think her eyelashes are sticking up way too much. They should protrude more horizontally from her face and not so vertical. -DK =^..^=