It's not really about that. The problem is that: 1) It unbars the gates to internet censorship. 2) It provides a pathway for stifling competition and progress. 3) It doesn't actually solve the problem AT ALL, let alone work properly.
Unfortunately the checker map is not a very good way to check your UVs. I added the reasons in that link I posted. Max's default checker map only solves the first bullet point.
Just wanted to bump with something I saw today. I am sure you solved the issue though: http://www.cgchannel.com/2010/07/tutorial-multipass-rendering-in-maya-and-mental-ray/
A lot of the issues can be solved by adding in more supporting geometry. I'd look at the really sharp edges and give them a bevel. It would be helpful if you could post a picture of the low's wires.
I think this is due to texture LOD or Anisotropy filtering. Change the LODgroup setting to UI in the texture properties. It will always use the highest mipmap. Although it won't solve aliasing for far away textures.
Have you exported model from Max to OBJ? If so the problem may be solved (if the geometry and UVs are OK!) by turning on "Optimize..." checkboxes in OBJ Export Dialog. I had similar issue.
Thanks dude! Will do! I just solved a really tough AI problem (been wrestling with it for a few days now) So hopefully I will have some new stuff up this week!
OH, okay. That definitely solves a lot of problems with my search techniques. I kept just putting in variation of "pores," but your key terms definitely yield better results, I think.
Problem solved, thank you so much for your help guys. I ended up using the 'Neil' method, which I actually had tried before, but third time's the charm!
Treasure hunter. But if that somehow didn't pan out... I'd be happy with almost anything that had me solving problems on a regular basis. I think that's what keeps me interested in my work.