Once your problem has been solved you can always edit your original post to show this. So instead of Blender Uv Unwrap Help you'd edit it to Blender Uv Unwrap Help (solved).
[ QUOTE ] Sim City has no problems to solve. [/ QUOTE ] Crime, pollution and traffic jams aren't problems to solve? And, I may be missing something, but how would a deaf person play an audio only video game?
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
There is existing workflows that solve these problems: Those first three links are all great info and show you everything you need for a clean and pretty straightforward workflow. Have you look at those? You don't need to solve every problem yourself. Seems like you are complicating matters here.
To all users : We were contacted by Autodesk for the triangulation bug. We provided them all the informations we had. [How did we solved it our way]. So hopefully it should be solved in a future Max patch.
The documentary was about gang violence. How would legalizing drugs do anything to solve that? Do you honestly believe that legalizing drugs would solve poverty and unemployment? You might want to re-read my post.
I managed to solve the problem with a dominantdirectional moveable opposed to a basic dominant directional, its not exactly a fix, but its solved the issue for now. If anyone has anyideas why that seems to happen though it would be appreciated none the less :)
I've managed to solve the ingame preview problem! :) I had to change the view to window mode and it solved all the issues (fullscreen works now too) (edit) link to workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=169796315&searchtext=
Thats what makes this a good challenge. It's a vague and tricky concept where we...as problem solving artists..have to...problem solve... to figure out how to fit in the theme. Brilliant ideas aren't handed to us! USE YOUR IMAGINATION.
I managed to solve the problem. I adjusted the topology and added a Weighted Normals modifier with the Smoothing Groups option. Without it, dark edges around the hole were visible on the normal map. I wanted to ask if using the Weighted Normals modifier during normal map baking is a proper workflow. Also, is it worth…