Not to drag the topic of artifacts on, but I have had a bit of experience with the marching ants issue in the development of the 777. When normal maps first came out, I experimented with them and noticed the artifacts immediately on areas of the mesh that once had been clean. There were artifacts in strange places, like the tip of the nose, a couple of polygons on the top of the wingroot, and some on small details. Turns out (and I've confirmed this with Supnik), that these artifacts are the result of faces being mapped on edge, ie a line representing one polygon. The video card can't make sense of the normal mapped surface and sure enough, it spits out garbage. The severity of the effect is dependent upon lighting conditions, sun position, intensity etc. Here is what Supnik told me a couple of months ago in response to my inquiry. Take this a step further, its actually pretty easy to fall into this problem with the publicly available set of Blender scripts simply due to the sims rampant growth. Take a small antenna. More than likely I'm just going to planar map it as I'm not terribly concerned with distortion at that small size. If I've finished off the top of the antenna to be smooth, I'll have several vertices that are likely to be very close together. Consider that I'll be using a small texture area (call it the same pixel area that I would have mapped this to on a 1024 sized map) on a 2048 map. Blender's export scripts only export UV coordinates to four decimal places (believe me, I'd love to have 5 for the UV coords). That gives you 10000 possible coordinates across a 2048 pixel surface. That sounds like plenty, until you have vertices that are closer to one another than 0.2 ish of a pixel. Doesn't take much math to realize that by increasing your texture resolution from 1024 to 2048, you've effectively halved your UV coordinate resolution. The exporter will round your tightly packed UVs off to the nearest decimal, and because of that they can be plotted to the same texture space. It is why the tip of the 777 nose and tip of the screwdriver tail exhibited the marching ant syndrome. If you UV map intelligently, these kind of pitfalls can be avoided relatively painlessly. You might need to do a little bit more texture work, but the final textured surface is always going to be better off for it. And do note that you're only ever going to see these artifacts if you have a normal map in place. No normal map, no problem. Here's a quickie test to demonstrate more or less whats going on. Hope that this helps people out Cheers Alex