-
For [Soverign Hall](https://github.com/alexdunn/Luftahraan/issues/18)
Overall progress
- [x] Modelling
- [ ] UV mapping
- [ ] Texturing
- [ ] Riging
- [ ] Implementation
- [ ] Play Testing
-
Starting off, when removing my old color system to be replaced with a texture, I had strange results where the specular highlighting was completely wrong, it was like my normals were given incorrectly…
-
Hi could you add curve support, it's very useful mostly because of uv mapping for tubes, tress etc ...
Cheers.
*(drag & drop zipped .blend file here)*
-
In the normal mapping part of lesson 6,when we calculate n*l, why uniform_M is Projection*ModelView and uniform_MIT is (Projection*ModelView).invert_transpose(), I think it should be ModelView and Mod…
-
It seems that trying to render optifine playermodel objects that are smaller than the standard pixel will result UV mapping issues for said parts.
![image](https://user-images.githubusercontent.co…
-
**Is your feature request related to a problem? Please describe.**
As a game developer I would like to export UV maps and textures from openscad as well as geometry.
**Describe the solution you'd…
-
### Checklist
- [X] I added a descriptive title
- [X] I searched open requests and couldn't find a duplicate
## What is the idea?
Given the difficulty (and long term questions) about attempt…
-
It's possible to change the skydome model in the level editor, but the changes don't save.
Sometimes the texture of sky does not suit planar mapping (flat from top down) as things are stretched and…
-
This is a `minimal.lua` i created:
```
-- Bootstrap lazy.nvim
local lazypath = vim.fn.stdpath("data") .. "/lazy/lazy.nvim"
if not (vim.uv or vim.loop).fs_stat(lazypath) then
local lazyrepo =…
-
# How would you like the feature to work?
When selecting materials for an object (diffuse, bump and spec) you can select different repeats for each. unfortunately you can't have separate mapping styl…