duck-duck-go:images burl oak https://duckduckgo.com/?q=burl+oak&t=ffcm&iar=images&iax=images&ia=images
duck-duck-go:images burl oak furniture https://duckduckgo.com/?q=burl+oak+furniture&t=ffcm&iar=images&iax=images&ia=images
A somewhat lighter colored texture will provide a better background for generally darker objects being displayed.
Could you please consider making an 3% opaque and 10% opaque anti-fatigue mat (and the mat that has the bent corner) This would be for those of us experimenting with various was of doing one or more objects sunk inside of another with the build-mode technique : "on un-even ground, stack, select bottom object, place, repeat" ... ( ...then keep trying till it works )
I'll take your suggestions in consideration for future releases! I'll try to find a texture for that but if there won't be something similar to burl oak, I'll consider just bleaching the current texture used I guess.
About the mats: do you mean you need me to make them almost transparent? I think I can try doing that but I haven't had much experience with transparency effects yet.
Almost transparent for the anti-fatigue mat, and the mat that looks like the welcome mat, without the welcome, that has a corner that is folded over. Maybe pick a third little mat as an optional DL for the same transparency. This way, when I use those mats to move certain objects onto ground surfaces that transmit their dirt layer (maybe even includes a mesh) and AVOID that dirt layer jumping up into the placed object (the dirt layer jumps up into the mat instead, I think) There are many other reasons why I will move an object by first placing it onto a mat then moving the mat. Thanks for giving this a try, I hope your research will benefit you. I will ask my youngest adolescent son who is a Bethesda & other game mod maker (object, mesh, and texture maker) if he can be of help.
Thanks for clarification! I'll see if I can squeeze that little research in my schedule, 'cause I already got a whole lot of other ideas I wanted to finish with first.
6 comments
duck-duck-go:images burl oak
https://duckduckgo.com/?q=burl+oak&t=ffcm&iar=images&iax=images&ia=images
duck-duck-go:images burl oak furniture
https://duckduckgo.com/?q=burl+oak+furniture&t=ffcm&iar=images&iax=images&ia=images
A somewhat lighter colored texture will provide a better background for
generally darker objects being displayed.
Could you please consider making an 3% opaque and 10% opaque anti-fatigue
mat (and the mat that has the bent corner)
This would be for those of us experimenting with various was of doing one or more
objects sunk inside of another with the build-mode technique :
"on un-even ground,
stack,
select bottom object,
place,
repeat" ... ( ...then keep trying till it works )
About the mats: do you mean you need me to make them almost transparent? I think I can try doing that but I haven't had much experience with transparency effects yet.
welcome mat, without the welcome, that has a corner that is folded over.
Maybe pick a third little mat as an optional DL for the same transparency.
This way, when I use those mats to move certain objects onto ground
surfaces that transmit their dirt layer (maybe even includes a mesh) and
AVOID that dirt layer jumping up into the placed object (the dirt layer jumps
up into the mat instead, I think)
There are many other reasons why I will move an object by first placing
it onto a mat then moving the mat.
Thanks for giving this a try, I hope your research will benefit you.
I will ask my youngest adolescent son who is a Bethesda & other game
mod maker (object, mesh, and texture maker) if he can be of help.
I'll see if I can squeeze that little research in my schedule, 'cause I already got a whole lot of other ideas I wanted to finish with first.