Heheh, sorry, didn't have the offender handy. I'll get an example, though. The artifacts rendered out to tga's that were still present when combined to a quicktime.
there is an easy way, only problem is that it costs 3,400 http://www.webtech.co.jp/eng/istudio/index.html example of it in action http://www.webtech.co.jp/eng/istudio/ps2/f_ps2.html
Yeah this seems like the solution. I took a closer look at Final Fantasy IV and noticed they used gradient decals for bright areas, as the one in the example image.
Is there a option in max like there is in maya where overlapped UVs in the UV editor are a different color. example red = 100% unique UV space ||| purple = overlapped UVS
I personally think Bodyrott's demo reel is a very good example of a model/texture showreel. http://www.tylersart.com/gallery.html You can find it there... worth a watch.
Get a GP32, it is still better that the PSP and the DS, even though it is a few years old already... for example it just got a full speed Genesis/Megadrive emulator
Just be careful of using floaters - they produce incorrect heights, as you can see on [hp]'s example. They will swim around the surface is used in a parallax map directly.