So far I've been able to solve all the puzzles on the first try, but some were really, really hard... interesting touch though. Jumping in the tombs gets me really annoyed sometimes, on the other hand.
BSP tuning will help your speed, but it won't solve crashes. Mental ray fatal errors seem to be dark voodoo magic more than anything else. Export to a new scene, restart the computer and sacrifice a goat.
I've got Ico. Great design and environments but the combat is crap. The enemies are really cool but I almost wish they would have just left the combat out. Its' strong point is definitely exploring and puzzle solving.
Kat, that must be it the material when you mentioned unsmoothtangents it hit me. I didn't create the material so I will check it. Hopefully this solve the problem thank you very much for all your help. Ta
naw. i got two monitors. and reset should have solved all. i'm still having some really weird tab issues.....dl'd new drivers to no avail. thanks dude. but something weird is going on.
pretty straightforward. I think the result is pretty nice except for some artifacts that i need to solve later. Will i have problem rigging this later? especially for the skinning part cuz the vertices are INSIDE the armor.
I came to write something clever and insightful, and here you are basically stealing the words out of my mouth, this 100%. I'm always surprised how much stuff actually just solves itself if you just stay cool for a bit hehe.
There are quite a lot of posts about stuff not rendering (you could check the filters list at the top of the object menu). Anyhow you would want to solve this problem in case it reoccurs. You might also try: https://blenderartists.org/ I got nuthin 🤔
My general troubleshooting for advanced skeleton is simply to use incremental saving and save at begin/end of each step of the process. Get error like this - don't undo, just revert to previous increment and try again. Can also search the outliner and see if in fact two of those objects appear, delete one and see if that…
I wrote my own but you could try this... Flatten the UVs in their W coordinate before running the tools and see if that solves it. A number of UV operations cause shifts in W and that will mess with the maths used in the texel density tools if it's not accounted for.