LCD displays don't do well with images that are not at their native resolution. CRT's don't have that issue. But I wouldn't want to switch back to CRT just for resolution scaling.
Make sure to set the resolution of your graph by clicking in an empty part of the graph and adjusting the Output Size parameter. Noises and procedural materials use this value to set their resolution.
Wow, with that resolution even full-hd movies will look like shit :/ Not a fan of the retina display, I don't think the GPU's will be powerful enough to handle that much resolution.
Thanks for the images. Does the issue improve if the texture resolution is increased? If so we'll know it's a resolution problem more so than a mirroring or seam specific problem.
If the beauty shot looks muddy, I'd have to conjecture it's a mix of my texture resolution at the face, etc and Marmoset's export resolution and whatever resizing I did.
The overlap warning is also affected by the lightmap resolution. If you use a too low resolution and don't have enough padding between the islands, you'll get that warning.
I'd gladly suspect your non standard resolution to be a culprit of your trouble ;) (1016) try to use power of 2 +1px eg 1025 as heightmap resolution or similar number..
Yeah, some new camera's do this, Pentax calls their implementation pixel shift, Google calls it, super resolution mode, Olympus, High Resolution Mode. You get the point.
You forgot this: Cinema 4D R16 That's because it uses a resolution of 2880x1800 at 192 PPI, provably it's a MacBook Pro and Max isn't adapting its font resolution to match the OS?
The only problem with the name 'Nintendo Revolution' is that its so good they'd have had a hard time following it up with future consoles ;) Using the name Wii is like like starting at ground zero of bad names, they can only go up from there (at least I assumed that until they named their new system the WiiU)