Thanks Metalliandy for the explanation, really helpful so displacement algorithm still sucks, but why in Maya works perfectly? Some days I feel my brain will explode...
Uh, you could write a script/plugin it I guess, but you'd have to write packing algorithms yourself that handle it. The default Modo ones wouldn't have a concept of that.
Procedural maps are not automatically tiled, but automatically tileable...the term 'procedural' is used for Maps that are generated using algorithms, some using 2 dimensions, some using 3 dimensions.
Hey, is is it possible to make several images of the same object. And then have a algorithm to calculate out more details into a single picture. Like having 3 pictures in 8k and get a 16k as the end product. thanks
just delete poligons from one side? after unfolding and proper layout, bake that all.. and after duplicate this part and transfer along the axis? (and merge the points again) that is the algorithm?
For tricky islands that are pretty much impossible to get distortion-free, additional cuts are required. The algorithm can only do so much, no matter the UV toolset being used.
In a perfect world your smoothing algorithm should not melt the creases out of your mesh in the first place: http://www.polycount.com/forum/showthread.php?t=56310 cly_gestureSmoothing download link
Allah forbid. They'll have all our whiny blogs and portfolios in a torrent and access to the stuffs. Like the Penis Vault and Hazardous's super-secret ass algorithms. Important stuffs.
Oniram is right on the money. If you let go of shift while smoothing zBrush will use a different smoothing algorithm that takes care of poles and pinches much much better.
As @ged says, dense base topology, render time subdiv, displacement map. Your UV issue is a long-running issue. Algorithms like opensubdiv help to alleviate it. It is application dependent.