classic
Thane armor is male equivelent of Siren Bra
honestly not as funny as
"Earned the âWelcome to Arcane Odysseyâ badge
âEarned the âStruck by Lightningâ Badgeâ
âleft the gameâ
i miss it
he died from exhaustion
he killed you like 20 billion times and you keep coming back whatâs he supposed to do
Why did you have to publicly reveal that!
Itâs probably going to get patched nowâŚ
Heâs leaking the testing realmâs submerged dark sea structures
The surface appearance metallic map of accessories&body parts is either a flat white or black texture, this causes the titanium leggingsâ leather boots to have a metallic appearance despite not being metal.
Not much of a Cursed WoMent or Arcane Oddity. Thatâs just technical limitations.
I use a crystalline cape though, and I like to imagine itâs stiff as a rock.
Not technical limitations, just lazy metallic mapping. Learn Roblox Studio before assuming what its limits are.
Okay, I said that assuming you didnât know if that was a limitation or not. Itâs not easy though, and I didnât feel like explaining. Clearly I donât have to though.
Mapping lighting to textures is hard.
My solution would have been to separate the two pieces of the mesh, but I donât think the game is built for that.
Metallic-maps are textures applied to meshes to indicate which parts are and arenât metallic.
One would usually limit their palette to 0 and 1 (black&white, 0 for non-metallic surfaces, 1 for metallic surfaces) as there is almost no point in having in-betweens (also because theyâre extremely hard to render for some reason).
As itâs a texture, you can use a single image to determine what parts of the mesh itâs applied to is metallic and what isnât.
Hope this allowed you to understand what metallic maps were.
Oh, well that sounds pretty easy, more of a visual bug than âcursedâ though.
I actually know blender and studio, so let me explain how simple it would be.
Step 1: Get the original texture.
Step 2: Find which parts are leather and which are metal.
Step 3: Color the leather black and color the metal white (or the opposite, I kinda forgor).
Step 4: Upload the new texture as a decal.
Step 5: Use the decal as the MetallicMap property of the SurfaceAppearace instance.
Itâs not a bug. Itâs being lazy.
Well it wouldâve looked pretty normal if it wasnât for the rest of it not being metallic.
True, but I find it to be cursed how the leather is metallic all while clearly differing from its UpperLegâs texture.
Eh, I can see that. Much of a technical explanation for âleather is rock hardâ, threw me off a bit.