Texel (texture pixel) density is best kept consistent as much as possible. So having a 1:1 pixel density means the 1:1 with each uv element/shell in relation to each other. Textools allows you to select all your uv pieces and do it with the press of a button (Normalize).
No, that was just an example. Im not sure calling this "real world" is accurate though. It just means that every surface gets the same pixel density. So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels
Every time you double the lightmap res, the amount of pixels in the texture quadruples. So usually that means doubling the resolution makes the build 4 times longer. Most of the time you can get away with rather small lightmap resolutions, as the textures hide the pixelated/blurry look pretty well.
Texture edge padding is used to make the edges not having color bleeding from neightbour pixels, when the texture gets mip mapped. http://wiki.polycount.com/wiki/Edge_padding Using a few pixels wide padding is highly recommended in all cases, but it also doesn't hurt to have it infinite...You know...
I like the concept and the sculpt, but as you saw on my post the finer detail gets lost. I have found anything below 3 pixels wide becomes lost. Thanks for the feedback on mine, I should be able to save 50 pixels on my handle and I will look to smooth the blades
A thing to prevent problems with normal maps and mipmapping. It dilates the UV islands's edges. The number of pixels you should use is: log2(max(texture.width,texture.height)) + 1 So, for a 2048x2048 texture it should be almost 13 pixels. About the artifacts, they look caused by an incorrect ray distance. Try to setup a…
What LCD brand you have and how old is it? some companies have dead pixel warranty. http://www.wikihow.com/Fix-a-Stuck-Pixel-on-an-LCD-Monitor You know you should really wash your hands after taking a shit, it's probably why you break all that hardware.
Nobody really did it that way, what we really did for such a building 25 years ago is having the roof of that building be just a thin stripe in UV with rather parallel vertical grooves ( by stretched out pixels) rather than actual tiles which requires much more pixels. And doing that we got much better details for facade ,…
I think the values of the black marble are way too dark. I sampled the pixels from your image, and there are a lot of them that have 0,0,0 RGB values which might be one of the reasons why the lobby somewhat looks uncanny. Shown below are the absolute black pixels which I selected in Photoshop: