I think you just need to up the lightmap resolution. The default is 32 and if you have not changed it you will definatly have bleeding issues with that UV map especially when it goes to a lower mip. I asume you mean that the textures are 1024 and not the light map because it definatly does not look like a 1024 lightmap.
Are you talking about the Marmoset Toolbag? (new version 1.03). Have you read the manual pages 9-10? It looks like you'll need some version of Maya between 7 - 2011 to run the Stooge Export plugin... Sorry for the vague answers, I don't use Maya and haven't slept in 32 hours...
I have Comcast too and got these numbers from dslreports.com Tests 2005-01-29 23:55:32 EST: 2498 / 193 Your download speed : 2558412 bps, or 2498 kbps. A 312.3 KB/sec transfer rate. Your upload speed : 197990 bps, or 193 kbps. Not bad, but not great either.
I herd u guys like hair shaders. Here's some anisotropic IBL progress. The shader uses 32 cube samples (just like blinn-phong) and a custom aniso texture filtering gradient. Looks pretty good; even in this church which, with all its tiny bright lights, is the worst-case scenario.
Well magic number is 160, 192 (add 32 or 64 on top of 128) or just go with 256 high walls and fill the area with trims, pipes , natural coverage etc to make ur environment look bulky or fill :D. even without that 256 is ok for average envirnonment you can go as high as you require.
I guess you tried it already but did you choose "all files" instead of "image files" in the import popup (bottom right). It may also be that you are saving your image files with the wrong settings, 32 bit image files for exemple. Try setting your image to an 8 bit RVB file. Hope it helps.
Falloff on most of the objects was the default 2, I've gotten some speed improvements by jacking that up in powers of 2 (8 min, some as high as 32 or 64). Yes casting shadows. Where is the explicit control of mesh emissive radius? I'm not finding it under the mesh properties in the Lightmass section where mesh emissive is…
Right click over in the sculpt layer palette, there is a collapse or merge option there, similar to photoshop. You could also try ripping the detail as a 32 bit displacement map, and then use the 'sculpt using texture' option to project the displacement onto it. That might be a quicker way than transfer detail/retopo to…
Just tried it with grayscale 16 bit depth psd from Zbrush. Nothing like that. Pixel values stay same. But it seems turn 32 bit floating point depth exr to 16 bit one when saving it from Photoshop so something weird is still happening. Affinity Photo doesn't change a bit in comparision
Why can't you use additional UV channels to achieve this ? With the right shader it would appear in the viewport. standard composite mat, with pow set to map channel 2 (no tiling) and planar map set to channel 2 (pow is just an 32 bit bmp). Though you have to be careful as it would appear on the backside too :)