+1 for sharing the model, faster than guessing :) But guessing, I'd point to overlapping UVs too: unless offset, the additional geometry that's generated by the solidify modifier will occupy the same UV space as the original geometry, ergo will bake to the same pixels.
Atlases are made from packing a series of smaller textures into a larger one. Their main purpose is to make dealing with many small textures easier for the artist, and to improve performance (loading one larger texture can be faster then loading many small ones). Textures that are packed together in an atlas should have a…
Mop - Thanks! The tiny occasional blueish pixels are the background color I used in our editor to make it easier to seperate the model from the background so I could put each shot on it's own layer in a file and organize it, unfortunately I couldn't get all of them and didn't want to go in pixel by pixel to remove them.…
This is an exercise that i want to see you doing! I would recommend making the matcap's identical between both. For this exercise, i want you to get out of the mind of 3d analysis, as in don't try to intepret and remember the 3d forms, and instead get into matching the shading exactly. Think like a painter, you are just…
Reset X-form is your friend. (Max) Max: -FFD box looking weird? Reset X-form! -Selection Box/outline out of wack? Reset X-form! -Exporting to game/SDK? Reset X-form! -Mirrored part of a mesh turns inside out once exported? Reset X-form (and then check and correct flipped triangles)! :D -How do you carry over a selection…