well as with most 64 bit applications your not going to notice a difference unless you need more memory, and in most cases 64 bit aplications are even a little slower than the 32 bit counterparts because there is more system overhead. so things like models with millions and billions of polies you will notice a difference,…
I've had this occur when switching from the 32 bit executable to the 64 bit executable for mudbox (and photoshop for that matter). I believe it's a known issue, though I may be wrong. Try the 32 bit executable and see if it makes any difference.
Wouldn't TexTools built in tool for UV->SG work? Why would you want every face to explicitly be a different SG? Like @monster mentioned, there are only 32 smoothing groups, and you most likely will have more than 32 islands.
Thanks for your reply. Yes I saved out at 32 bit .exr from maya an it fixed the issue. Problem now is that when I convert to 8 bit I get a lot of noise. Is there a way to bake as a 16/32 bit .TGA?
no, it can run both 64 bit and 32 bit applications, that's why you have two program files folders. Program Files (x86) is where your 32 bit applications live while 64 bit ones are in the standard Program Files folder.
When exporting a 32 bit displacement map from ZBrush it sometimes is all red; or all white. Compared to when I export a 16bit TIF which exports with the correct data. As I'm not getting all the information from the 16 bit TIF displacement map as a 32 bit displacement will provide.