I am not sure for certain but think it perhaps would still be 16 uv points for a video-card since tri-stripping wouldn't work across the center anyway probably. Because you would have to flip normal vectors to use same normal map pixels. if anyone knows better I am curious about right answer too.
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Generally speaking, no. Especially since the normal map will be compressed so your scratches would become just a bunch of sploshy pixels in a sequence. Keep them in your dif and spec, unless we're talking about a pretty big indentation here.
If you did that you'd be effectively using textures anyway albeit less effectively; think about what information is in a vertex versus what information is in a pixel. Textures also have other advantages that verts don't (mip-mapping, preprocessing, etc).
If you are submitting it as a new item, sure. But it needs to be more than just a recolor of a texture sort of effort. Most are making items from scratch, so we'd want to see some decent pixel/poly pushing from you too.
struct someShit( --Fucking Kill me pixels = #(), points = #() )fuckYou = someShit() Max script wasn't working, so I started again where all the variables and functions have the word fuck in them. I feel slightly better now.
whats your display resolution? you maybe need to adjust the "click box size" in settings preferences > selection. if i´m not completely wrong it´s measured in pixels so the lower your resolution and the smaller the objects are on screen the lower it should be.
@oglu I have a first attempt at UDIM support. It supports all map types except displacement and curvature. It also doesn't support pixel blur. I don't know how to use mud box. How can I test it?
Nope, the triangulation for objects that don't deform doesn't matter. As long as it looks as good as you need it's ok. For example, Simplygon produces some very ugly looking meshes because they are built only to look good at a defined pixel size, and that is ok.