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Post by owlplumbob on Aug 11, 2017 20:30:15 GMT -5
Hello!! I am trying to make a chair which looks like this: and a part of the chair (selected in the picture below) i want to be a wicker texture (also pictured below) The selected part of the chair is just a simple 2D plane, but I want all the black spots on the wicker to be transparent. Is there a way to make an alpha layer or something which makes it so that the wicker texture on the chair is partially transparent? Sorry if this is confusing/unclear.. its hard to explain what I'm trying to do :P Thanks!!
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Post by Mathcope on Aug 11, 2017 21:26:16 GMT -5
What you need to do is place a plane in the area you want it to be transparent, it doesn't need to have subdivitions at all. You unwrap it and place it in the uv map. Make sure it is big enough for it to have good definition once you work on the texture. When you make the texture, you can make the holes transparent. The only thing that would need to be changed is the shader. Make sure to clone an object that has a transparent group to work with. This way you can set the plane to phongalpha and the rest of the chair to phong.
I'm not sure if I'm being clear at all, but if you have more questions I can try to picture the steps.
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Post by owlplumbob on Aug 11, 2017 22:09:23 GMT -5
What you need to do is place a plane in the area you want it to be transparent, it doesn't need to have subdivitions at all. You unwrap it and place it in the uv map. Make sure it is big enough for it to have good definition once you work on the texture. When you make the texture, you can make the holes transparent. The only thing that would need to be changed is the shader. Make sure to clone an object that has a transparent group to work with. This way you can set the plane to phongalpha and the rest of the chair to phong. I'm not sure if I'm being clear at all, but if you have more questions I can try to picture the steps. I sort of understand what you're getting at. The piece i want with the holes in it is already a 2D plane, so what you're saying is that I should just export a plant or something from S4S as my base for the chair mesh correct? That way when I leave part of the texture empty it will just show up empty because that's how the textures of a mesh such as a plant work?
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Post by Mathcope on Aug 11, 2017 22:17:25 GMT -5
Yes exactly, then you can import the rig of a chair and change the tunning to make it functional. Or, if you find (I have no idea if there is one) a chair that already has transparency clone that as your base. Regulary transparent objects have 2 groups. One that is meant for the solid and one for the transparent. Those 2 have diferent cut numbers. You should split the plane from your solid part group and change the cut number matching the cut number of the transparent part of EA's mesh. The same for the solid part. When you set transparent parts in the diffuse, it will be transparent in the game too. (Sometimes you have to look in the game if it shows up black in Studio to see if it worked). And I know that the mesh has already the 2d mesh plane, but from what I can see in the picture it has unnecesary subdivisions that doesn't change anything in the final look. You can make a 1x1 plane as the texture you draw will be the responsable for the appearence. Those extra subdivisions only add more poly count to the mesh.
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Post by mamangateau on Aug 14, 2017 7:12:19 GMT -5
Yes exactly, then you can import the rig of a chair and change the tunning to make it functional. Or, if you find (I have no idea if there is one) a chair that already has transparency clone that as your base. Regulary transparent objects have 2 groups. One that is meant for the solid and one for the transparent. Those 2 have diferent cut numbers. You should split the plane from your solid part group and change the cut number matching the cut number of the transparent part of EA's mesh. The same for the solid part. When you set transparent parts in the diffuse, it will be transparent in the game too. (Sometimes you have to look in the game if it shows up black in Studio to see if it worked). And I know that the mesh has already the 2d mesh plane, but from what I can see in the picture it has unnecesary subdivisions that doesn't change anything in the final look. You can make a 1x1 plane as the texture you draw will be the responsable for the appearence. Those extra subdivisions only add more poly count to the mesh. Exactly, no need to weigh your mesh for nothing. If you create with a lot of high polygon content, it can have adverse effects on your game and computer. The game can crash, and your PC can overheat Higher polygons = higher computing power. Try to stay low! Roughly 1200 polygons per tile is acceptable, depending on the object To have transparency, you need to add an alpha map Or you can use this chair that already has an alpha
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