Yes, this is a very old and ongoing issue that open subdiv was supposed to alleviate but it isn't 100%. There are many hacks and workarounds that people have tried over the years but none are 100% either. Try changing the open subdiv UV boundary dropdown to Smooth(edge&corner)
Would it be possible to parody something for a non-commercial product and not have to worry about going to court? A project I'm working on involves the re-creation of a game we don't own the license of, but it's 100% non-profit and the game will be 100% free once we are finished.
So is Sony charging $100 to do something the owner can perform themselves? laaaaammmmme! Sony bricked my PS3 and wants 100 to fix it (I mean, you can fix a red ringed 360 yourself but it's significantly more involved)
Looks like it could be just a viewport lighting issue. What does it look like if you render the scene? When it comes to lighting you can never trust 100% what you see in the viewport, its close but never 100%.
we've got a custom arm rig consisting of bones and various helpers, and we need to scale it linearly to match real-life size (currently its around 20cm long) does anyone have any idea how we can do that? (all scale values need to be reset to 100 before exporting because the exporter doesnt support != 100 values).
? I mean I guess its possible where the texture mips or has filtering there;s a small halo. But what your saying as fact - is incorrect. Here is a plane with a 100% black to 100% white roughness texture. No feathering. @McDev Post your texture flats.
yeah, it is default grid - i did the character huge for get more polygons from dynamesh, next time will not do this)) have over 100 subtools right now Thanks for the good remark!
Paint update: I had couple hours to work on this and I painted also some glow to see how will work with the new Riot style. I assuming the textured glow can't be 100% saturated and 100% light. Any ideas? Cheers, Sorin
You can say anything you want as criticism, but your criticisms can be criticized as well. I think some of you think that it has to either be 100% realistic or 100% fantasy. You don't think that 60-75% realism is a valid goal?
Hmm, true. Seems to work best if you do it at a fairly low subdivision with Smooth strength at 100% and Std strength at 100% also... still not a very good replacement. I never found myself needing to use the flatten brush much anyway