UDN says: tiledshot X Y X says the screen resolution if you type 2 the screenshot will be twice as big as the actual screen Y is the overlap on the screen border so tiledshot 2 128 will give you a double sized image with a 128 pixel border
Every UV border in UV space that isn't already a hard edge in 3d space costs extra verts. Adding a single bevel costs exactly the same adding a hard edge too, so you can either have bevels or a hard edge for the same cost. In addition you can add hard edges around your UV borders for free anyway so you could actually have…
Without scripts: Extrude the border, select the newly extruded faces (ctrl-clicking the face level to convert selection from edge to face), switch back to edges and delete the selected loop for cleanup. Free script alternatives: Extend Surface (UI-less) Extend Borders (with UI)
Do this: Where it says "Shape Crop" switch that to read "Projection Cropped to shape" you'll now get a border again To fix this Add a levels node and set "Affected Channel" to "height" now drag the black slider on the levels node until it's at -1 <- this will get rid of the border.
I think when you crease with with polygons vs edges that have no surrounding geometry, its interpolating the edges with two different contexts (polygons border edges get creased works, but not able to crease border edges). In Max, there's a check mode to interp. edges as you'd expect.
The "Circular" unwrap happens a lot with the auto-unwrap tools. What's cool about DeepUV(I'm plugging this app again.hehe) is that there are tools to tweak this if you don't like the UV border it gives you. After the initial Unwrap in DeepUV, you can rearrange the border to your liking, select all the UV's within the…