texture problems


“The Arcana is the means by which all is revealed…It is indeed a precious gift to understand the forces that guides oneself…”

Characters of The Hierophant Arcana


1.  Getting Cut By A Stylist Who Doesn’t Have Curls

2. Not Accounting For Shrinkage

3.  Opting For A Blunt Cut

4. Using The Wrong Products

5. Shampooing Too Often

6. Using High Heat


I’m making Sebastian’s boots in Blender! (v2.78)

This is very much a WIP. My goal is to create a fully rendered version of this scene from the manga using Blender for the meshes/textures and GIMP for the shadows/effects.

I’m completely eyeballing the boots because I can’t find any decent reference images (aside from the side-view pic shown above: Stella McCartney’s Perforated Thigh High Boots). I’ve finished the basic heel shape and created a 2D silhouette of the shoe part so far, and now I’m working my way down towards the toes. Fabric folds, textures, and other small details will be added at the very end.

Images above are ~7 hours in because I’m a newbie at Blender. I’ll post more progress pics as this develops! ^^

RMV Hijab Model002-007

RMV ( Re-Mesh Version ) Hijab Model002-007

Hi guys.
Me Again: D
Today I want to share RE-MESH Hijab Model002 to 007
Because yesterday it seems that there is a bit of a problem with Texture so it looks bad when using some ACCs (eg: Glasses, Ring).
And today I’ve fixed it all up.
If you have a old hijab, there is no problem. Because this time I made with new version (NEW MESH).

So Here We Go…..

Hijab Model002 ( RMV ) : Download

Hijab Model003 ( RMV ) : Download

Hijab Model004 ( RMV ) : Download

Hijab Model005 ( RMV ) : Download

Hijab Model006 ( RMV ) : Download

Hijab Model007 ( RMV ) : Download

Maybe you want to check this

RMV Hijab Model001,008 & 009

Note :

* For The Sims 4

* Hat Version ( Base Game )

* New Mesh ( Re-Mesh ) By Me

* Don’t Claim As Your Own

* Recolor Allowed ( No Included Mesh )

Thanks for all CC Creator to CC Used On My Sims

A working concept for Prohibition Andromeda Scott.

He’s a police cop in the 20′s but he’s just as bad about drinking as everyone else is.



TS4 JianWang3 Male Outfit 1 - Shorter Sleeves Version

Required base game or newer

Download below (SFS)

reminisims_JianWang3_ymOutfit_01(short_sleeves)  Date updated: July 15, 2017, 10:44 p.m.

TOU as before

***If you are experiencing weird texture problem while using this outfit together with full body skin detail (face skin details should be fine), just so you know I am working on fixing it, my apology*** 15 July 2017 FIXED

anonymous asked:

Why do exclusives games on console always look and run better than third party games? My guess is when a game is created, it has a targeted platform to develop on. Third parties usually develop for pc first, then port to consoles. When any exclusive game is made for a console, it starts and ends only there, taking full advantage of all the specs. That is why (almost) all exclusives always look and run better. Is this correct? Was hoping you could go into this more...

You’re mostly right, but not completely there. While it’s true that third party devs have a target platform they develop on, it isn’t PC by default. In fact, most of the time it isn’t - it’s a console (usually chosen by the team leadership). Almost all console games are developed on PCs, but not necessarily for PCs. Whichever platform is lead gets all the assets and content tested on it. QA will pop over to test other platforms as development goes on, but the designers, programmers, and artists will be the ones with the dev kit for the lead console at their desks to create content and test their changes before submission. 

When we do cross-platform development, we usually have a small team of experts (usually engineering) to make sure things are working on the other platforms while the majority of the team creates stuff on the lead platform, and we have QA periodically sweep the other platforms and logging any weird discrepancies. We usually don’t need much beyond engineering to babysit the other platforms because the idea is that most consoles are about the same in terms of their technical capabilities (not including Nintendo), so it should only require some programming to make the same assets and same engine show very similar results on each platform.

Make no mistake, these engineers don’t sit around and just watch stuff. They’re the ones who have to study the hardware and firmware (and usually the central tech stuff that the publisher supplies to interface with the hardware and firmware), and then write the lower layer of software that works with the tools, content, and higher-level engine code. They’ve got some incredibly challenging tasks, which is why they are almost always in very high demand.

So why do platform exclusive titles usually look and perform better than cross-platform stuff? Well, this is where the software engineering gets down to the brass tacks. When you’re building cross-platform software, you prioritize portability over performance. It doesn’t matter if you can get a slightly prettier game or higher frame rate on the PS4 if it means your XBone version refuses to work, drops frame rate, or has texture problems. This also affects things like how the data are organized and how the tools process the assets in order to put them into the game. If you know exactly how the hardware and operating system will behave, you can take advantage of all of the strengths of that hardware. However, trying to do this on multiple platforms is like trying to throw a ball through two dozen rings at thirty paces. It’s really difficult. So by making it only one platform, those really smart, really knowledgeable engineers can focus their energies on squeezing every last bit of performance and optimization out of the game, rather than trying to keep everything working and looking right. THIS is why console exclusives tend to be better-looking and more performant than cross-platform games.

Got a burning question you want answered?