YAY!!! I'm sure you're glad that's over.
Applause You did it And if you had only a couple brief pauses, that's doing good. I guess you're feeling relief now equal to passing final exams, knowing that it's over...haha.
That's why he decided to go with paid. He didn't want to move his site and didn't want ads for other things on his site.Hey Terre Yay! You're seeing the light again.
Wow, still had Tripod. Guess their paid service wouldn't be so bad....but their free sites used to have pop ups that would hit you in the face and knock you in the floor when trying to surf...haha.
I just saw those top 3 props in a link from a newletter yesterday, or the day before. The light fixtures are nice.And if you like good props, there's a guy over at Rendo who is doing some nice stuff.
That looks like it has some promise. Thanks....and this glass house would be nice, if the mats good, and a few accessories have been done.
That was the main reason I left Lycos behind and got my first paid-for hosting, though I only lasted there about 3 or 4 years, and then a friend introduced me to DreamHost, which was having a good sale on one of their hosting packages back then, and I've been happily with them now for 10 years.That's why he decided to go with paid. He didn't want to move his site and didn't want ads for other things on his site.
Hi GG, I don't use UVLayout software. I do all my UV mapping within Blender before exporting the OBJ and the UV layout/map. I suspect that may have been the misunderstanding.
What I do is make sure there's room around each of the islands on the UV map, and then in Photoshop, when I'm creating a texture map, I select an island and then increase my selection between 15 and 20 pixels. That way there's enough "bleeding" room so one piece's texture/color doesn't bleed into an adjacent piece. For example, when you have different texture/color, on a blouse's front and back than the sleeves. It's a good way to make sure each texture is applied to the piece it belongs to, and not any adjacent pieces.
That said, as far as giving the bump map a border, you could define the border as a separate matzone, and then when you're texturing it, you apply the bump map only to the matzone you want it to appear in. Hope that makes some sense.