Stuff like that is tough. perhaps you could merge some chunks on your UVs to make it easier to work with - like all 4 sides of one segment of your shape could be 1 UV island. Still a lot of work, but you could probably squeeze in a bunch more pixel space vs auto unwrap. -N!
http://www.digitalia.be/software/slimbox2 Can be aligned vertically and is slightly less sluggish than Lightbox and pre-loads everything. But yeah, some images are too large, I think having a maximum height of... 600-700 pixels would be better. The site is a bit slow, but it's a free host so meh. Liking your work.
Ah, good point FatAssasin... I'll check that out when I get back. I did a quick render test with the MR Displacement thing on a standard material and the result seemed very... pixelated. I think I'll stick with Turbosmooth and Displace modifier for the time being - I don't need ridiculously fine detail anyway.
Well, if you remember any of Tim Sweeney's interviews, from years gone by, he did make a prediction that eventually voxel's will be used to render everything. Hes a little off with the time frame tho. Sub Pixel triangles in 2005.. not quite. http://www.scribd.com/doc/93932/Tim-Sweeney-Archive-Interviews someone's got a fan.
In the case of a cylinder, which should end up with the base of the normalmap surface being completely flat, you only need one pixel row for the smudge to give you a proper result. But as I said, you have to know when it works and when it don't, and how normalmaps work in general :) one great tool in a huge toolbox.
I have a Sony DSC-P100, I found it for 180 quid at dixons(if your not in the uk thats not much use). I think its really good, it takes 5mega pixels pictures and 640x480 video at 30fps, its great if you want to keep something on you all the time and record yourself doing stupid things.
Very weird! Usualy when a card dies dosn't it start going kind of bonkers? Messing up rendering pixels and throwing verts around? I've accualy seen a card that was partly burnt up and it was pretty wild. I've never heard of a card seeming like someone turned down the brightness but I guess anythings possible.
WTF are you people talking about? This *IS* what next gen is all about. These models self bloody shadow, which is more than I have in my engine right now. The game has normal mapping, DOF, Bloom, per pixel shaders. Wtf more do you want? It is next goddam gen dammit.
Seen this? https://www.youtube.com/watch?v=DyQ_P6KoKEQ Besides the document resolution, you may need to increase the subdivisions on the hair strands themselves. Can do that in the fibermesh settings, plus you can subdivide them after converting to geo. Also be aware 4k usually refer to a 4096x4096 pixel image, not 4000.
Galvanising itself is a form of oxidisation so a surface that is completely galvanised will be non metallic before any age related effects are felt. in practice you might want to cheat a bit - having grey values in your metallic map isn't necessarily wrong - a pixel should take the average value of the area it covers