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Of course the final model will have thin walls and real openings for doors and windows, avoiding evil overlapping z-buffered alpha images as textures. And columns. Preferably sculpties with multiple level-of-detail problems fixed.
See? Spend a year or two in Second Life and even a Baroque antique like myself will start speaking like a native.
**Update. There's a button in the material render pipeline panel for "Only Cast Shadows", Hooray! Blender nodes may lay undisturbed for the moment (better to let sleeping dogs lie).
2 comments:
Blimey! That looks amazing!
And it's only ten prims and two textures (so far).
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