Blender still can't do anti-aliasing while baking textures. It's a main drawback imo. But it's only problem when you bake lots of different meshes into a single shell
Have a look at the "talk slides" for this paper, "Real-time fur over arbitrary surfaces." They show placement of the shells and fins, and some sample textures. http://research.microsoft.com/~hoppe/#fur
Problem solved Maya8 now uses the shape of the uv shell instead of the bounding box, automap and auto pack make for really nice lightmap unwraps with minimal hand tweaking.
Or at least add a "shell" over your level. Regarding resolution there is pixelation near the window shades so im guessing you can still crank it up a bit for such a small scene.
From a graphics optimisation perspective the real question is how many players will be on screen at any time and at what LODs, rather than how many in the map. Also work out your target hardware. My intuition would be to steer away from UDIMs or any SVT solutions as they should be mostly unnecessary. If you can pack…
Hi I would love some critiques on my portfolio work and on my wips that will come shortly. The turtle is just over 5k tris and with the trees and grass on it's shell its pushing just under 8k tris. All textures are 2048X2048
Hi How can I do in 3dsmax to expand the Shell I did for the body where I applied the alpha black tattoo here ... in order to be more distant along the normals of the polygons? if I usually expand it gets intruding and clipping ...