Hi. You are meant to separate parts that need transparency and assign Simglass shader to them. Once you will do it, you will encounter a different issue, Z-sorting, which will look something like this
To avoid this issue, the mesh must to be modeled and split into meshgroups with it in mind. As it is made right now, it will not work. I'm not sure it will work when remade either because the plane on the right side of the hair can be seen through the one on the left side. But you can try. However, before you'll do this, you must finish adapting the mesh or it will not fit the head in-game; - join both meshgroups, right now they are not split right anyway; - vertex paint the root-to-jaw area of the hair with 007f02, the rest with 007f00, smooth the transition. Done like this (quoted text only); - expand the rig, make head_2 selectable. Select the hair, add a new uv map, rename to uv_1. Add Data transfer, choose head_2 as Source object, set the rest like in the pic, apply;
Now the sorting part: - in uv editor enable sync, select everything with A, assign the texture to the background; - select those big uv islands, in 3d view press I and inset by about 0.4; - in uv editor adjust the uvs so that the inner faces ( selected in the pic below) do not project any part of the texture that requires transparency;
- once done, select those faces that require no transparency, in 3d view P - Selection to separated them, rename the separated geometry to Simskin and the other one to Simglass;
- assign 0001 to Simskin meshgroup and 0000 to Simglass, save; - clone yfAcc_GlassesCatEye, import the blend there, check how it looks in-game
Last Edit: Aug 17, 2022 15:53:42 GMT -5 by mauvemorn
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