This is a fine way to do it, unless you want a softer transition there. Overlaps aren't a problem, usually the normalmap raycaster will just grab the first intersection it finds for a pixel, tossing out any further surfaces. And as long as you have subsampling turned on, you won't see aliasing at mesh junctions.
15. how do I do a planar map so the pixel density represents the shape of the object, in Maya there is an option tic box for this so if you planar map a square plane that is using a rectangular texture you don't get any stretching or squashing can I do this in max?
DO NOT get an ATI card for use with Maya. They do not play nice together, and you will get all sorts of problems. Mainly nasty black artifacts showing all over your models in high quality mode, which makes it tough to preview any pixel effects (such as normal mapping).
Go one subD level higher. 3 might not be enough. And its possible that a 8k map is on its limits. Take a close look if you see the pixels there. And export the highres sphere for rendering in Arnold to compare to the right thing. Rule number one. Dont trust Zbrush.
The landscape layer masks are 1 pixel per vertex so yes - the squares are there because the landscape resolution is low. Increasing it is not the solution though. You need to fix the height blend but that should be simple enough if you look at the input textures. it's probably a good idea to autolevels the height map for…
Did you create the plane the same dimensions as the image res? For instance, the image is 1048x768 pixels. Create a plane 1048x768cm and it will align perfectly. Then just scale the plane to match the scene. There are also numerous free scripts for blueprint setup on Scriptspot. I use Noobyzors BP creator.
@Voxelope besides Asuka, I'm working on Alice and designing a game character for my own game. Occasionally I'll spend a few hours to put together some test case, such as this 3D pixel test. Asuka is priority, she still needs texturing and probably animation for the hair.
Are your uvs still laid out in a rectangle for the sides of the cone? To get no bending in textures, cones need to be laid out either curved or in a circle. The error you are seeing is being caused by textures getting squished to fit into the smaller space of the tip with the same pixel density as the base.
Xnormal by default clips the range in Heigh map Tonemapper. It has sliders showing red an blue clipped pixels. Adjust them. Also you don't need xNormal probably , just BPR render the mountain top down in zbrush and get 16 bit depth image
Come across some problem's with this model.. And im actually happy i have as it will make me think about them in my new model's. the main one is the texture space, as there is not enough pixel space on each face of the uvw map to apply detail to the wood and rope sections.