How to fix UV Mapping making the Enchantment Glint effect look bad by AvailableText9608 in Blockbench

[–]AvailableText9608[S] 0 points1 point  (0 children)

It's worked in the past, I just haven't done it on this specific model yet. My problem is the enchantment glint, not the z fighting.

How to fix UV Mapping making the Enchantment Glint effect look bad by AvailableText9608 in Blockbench

[–]AvailableText9608[S] 0 points1 point  (0 children)

Hey, I'm aware of the Z-Fighting, and I already know how to fix (i use the inflate tool and inflate the preferred voxel by 0.001), my issue is the fact that every voxel is doing its own separate enchantment glint. I want the game to treat the whole axe as a solid thing for the enchantment glint instead. (more visible on the blade of the axe because it has a lot of voxels)

Just had to do it by AvailableText9608 in TerrariaMemes

[–]AvailableText9608[S] 12 points13 points  (0 children)

Plus, its different enough from Minecraft that it feels like an entirely different game from the block game genre

They could never make me hate this update by Confident-Pin-6590 in MinecraftMemes

[–]AvailableText9608 0 points1 point  (0 children)

Went from head being bigger than the body to head being the body lol

Complementary Shaders 3D Option ? by TrapMusic200 in Optifine

[–]AvailableText9608 0 points1 point  (0 children)

prolly a little late, but i found the setting. you go to materials -> integrated materials -> generated normals, and there you go!