Irrelevant for memory, sure. But build an entire game like that and you're choking the renderer for no reason. Having zero coherency in your mesh data is just bad, your vertex shader is doing more work and your pixel shader suffers equally.
its quite simple : you don't have enough texture resolution to bake to those UVs you just might get away with it if you snap your UVs to pixel boundaries but I wouldn't count on it (certainly wouldn't put the work in given that the UV layout is fundamentally wrong) you have 2 options - 1: bake to a much higher resolution…
I am trying out baking textures in 3ds Max for the first time and I am getting very hard pixels, so to speak. What settings and what renderer do you use when rendering to texture?
Hey peeps, I use the "blend if" layer modes a lot in PS, but I've still never found a way to convert the layer to one which has true transparent pixels. Flattening or merging with empty layers destroys the blend mode. Any suggestions?
"even after that long process u don't know if the textures applied would be fine or stretched" how so? use a proper checker while unwrapping and you will see stretching, stress, scale differences and with that also pixel density.
I've decided to go with the perspective trick, much easier to do and does not give too different results from orthographic. The re-scale after gives me too pixelated results. Thanks a ton for all your help.
What did you bake in and with what settings? If xNormal and using Mikktspace, make sure "calculate binormal in pixel shader" is checked in the plugin settings. (i say this because i noticed some waviness on the flat surface of the cube).
I have some weird streaky pixels from the top or sides when I turn it on, but they always disappear in 10 min. It's been like this for a year, doesn't seem to get any worse or be anything to worry about at the moment.
Looks like an isue with your curvature. I guess you don't have a high poly mesh, in this case, you may want to switch the curvature baker setting to per vertex rather than the default per pixel.
Actually, can someone give the layman's version of why the retina display would make existing images look bad? Isn't it just double the pixels packed into the same visual space? That should just look ... the same, shouldn't it?