Called bull on that one too for other reasons. There's no repetition or evidence of sampling on the sky or mountains. How did the program know those were mountains and to continue making it jagged? In other words why did it extend the horizon line on the left side, but made it rigid on the right?
If you're baking the polypaint in zbrush, the general rule is that you don't want UV coordinates to extend beyond or even touch the very edges of the 0:1 texture space. This causes all sorts of problems in zbrush as it will try to wrap it to the other side. Also no stacked UVs.
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Do you're UV's extend right up to the edge of the 0-1 renderable area (UV bounding box)? Have you tried shrinking them down a bit? Ignore if this has already been suggested and tried, don't have time to read every post...
Just gonna copy over what I wrote on facebook about it! Hard surface course: http://masteringcgi.com.au/course/mastering-hs/ Script that I use a ton for getting the lines after I split http://www.scriptspot.com/3ds-max/scripts/extend-borders
A lighting update, lit and rendered with HDRI in Vray in 3dsmax. I have yet to add a proper mane and extend the model to include a neck and shoulders, but before that I'm going to retopologise and export to a game engine. There are some more lighting tests on my blog http://petemcnally.wordpress.com
Hmm, hard. You'd need to lay out each face with the surrounding edges touching, then make a + shaped selection and blur from there. Maybe extending out the corner /edge pixels. How much blur ? Blah, pictures worth a thousand words - this is how I'd do it :
That's a nice trick - but it looks nothing like additive blend mode sorry. Anyone else want to give it a try? In max you just open the material editor, expand the extended paramaters and set the advanced transparency to 'Add'. Is there some equivilent flag buried somewhere in Maya?