- How do you determine which texture Blender will bake to?
- Why should you bake to a low-resolution texture first?
- What map types should a 32-bit float be to function correctly in Blender?
- How does an auxiliary map differ from a map used in the final shader?
- How do masks aid in Blender's texture painting interface?
- How do you create and use a custom stencil for your brush tip in Texture Paint mode?
- What requirements are needed to edit a projection painting successfully?
- Why would you create a specular map from your auxiliary maps in an external program, rather than combining them with nodes?
- What is the difference between the subsurface and subsurface color attributes?
- What are some examples you can think of where you'd position textures with a UV Project modifier?
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