Hi again, I need to correct these two things where I dropped the ball: - I said "modern texturing workflows using photographic sources", but that's actually the legacy workflow. The modern one is using Substance Painter to create procedural textures (pretty much infinite resolution, if you're not using any raster maps in…
if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
So I made sure I read through the entire thread before diving in with my own opinions and a question. Firstly I like how they "cleaned up" the UI - pixologic also fixed a UI error (white bar) that has been plaguing me off and on for a few years now that has no "official" fix. I also always appreciate their updates. That…