Thanks a ton Rick those help a bunch! The next one I do, will follow the rules more closely now that I know about them. Mike, wow that is smaller than I thought the one on the right is the correct size but does not follow any of the rules, it is not even cleaned up properly. I did figure out an interesting way to clean up…
With tiling UVs, when your texture is mapped 1:1 across the model, the texture is still tiling beyond the edges. When the textures are filtered you'll see a little bit of the opposite side being blended into the pixels that are right on the UV border. UV Clamp smears the pixel colors along edge of the UV square, instead of…
I'm not sure I fully understand this, but it looks like pixel padding. You can turn pixel padding off with the Padding setting in the Output section of the Baker object properties. Generally speaking, pixel padding is desirable. It stretches the texture content beyond the UV borders, which will make your textures look…
I'm not a fan of that monitor resolution, because you really aren't going to get as much screen real estate compared to one or even 2 1440p monitors for the same price. The comparable to 1440 resolution ultrawides are 3440x1440, but LGs costs $1,300. Of course lower resolution is easier to drive for games, but working…
Yes it would, if a pixel returned a 100% black point next to a 100% white point it would alias, if you tried to draw a power line by simply sampling 1 point per pixel you would get a heck of a lot of aliasing. Same goes for textures, there wouldn't be "Textures" on the points but there would be colors and those would need…
Looks like the lack of edge padding in your bake actually. What I think we are looking at are your UV seams correct? Without edge padding, and the pixels at edges being at a diagonal, you will get some weird dithering/pixelization issues, causing obvious seams at your UV borders. Try a bake with UV padding of at least like…
I don't think the long, thin triangles are as friendly to the rendering. The wiki mentions something about them being sub-pixel ('having lots of triangles that contain very few pixels/triangles smaller than a pixel will lead to stalls in filling the pixels and thereby hits the fillrate'). So I wouldn't be surprised if the…
The per-pixel bitangent regeneration happens with Unreal. That's why you need to tick the "Compute Per-Pixel Bitangent" option in the Mikk plugin settings for xNormal. When it comes to baking, it's already been regenerated per-vertex because that's what Mikk does for normal maps (via cross product of the normal and…
@Ladytron Marmoset has a free trial that you should absolutely try out and decide if the time and effort it saves you is worth your money. It is very easy to use, and way quicker than most bakers because it uses your GPU to do the calcz. What it offers you in this case though can be done with any photo-editing software…
Eric, Parkar, thanks so much. Truth be told I was actually talking to our graphics programmer through out the day while posting this, but he kept going way over my head. I did learn a fair bit about vector math from talking to him but he had a hard time getting to the heart of the issue. Especially since he couldn't draw…