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ArchangelTalon
05-13-2005, 11:17 PM
Not entirely sure where to post this. I had a search on google and on here but didn't really find an answer, so...

A quick question on alpha maps;

I have a model that will have a semi-transparent visor, I'm wondering if it's best to include it in the main texture of his body and then have an alpha map that only has that small part transparent, or whether to give it it's own UVs and just have a smaller texture with an alpha. I'm assuming the latter?

As I understand it, most game engines treat alpha-mapped polys as transparent regardless of whether the alpha map dictates that the polys are transparent or not (it still calculates what pixels are see-through, even if none of them are)? Which is why I assume most people put hair and the hair alphas on a different map.

Can anyone shed some light on this for me?

AdamAtomic
05-13-2005, 11:25 PM
usually your character will only have 1 set of UVs, so unless you want to have a really huge alpha map, it is usually most efficient to put alpha mapped things on their own smaller texture.

Delucubus
05-14-2005, 03:42 AM
Cheater, going to CG talk for answers!

just kidding, got that model working btw.

-Revolver

ArchangelTalon
05-14-2005, 11:51 AM
Cheater, going to CG talk for answers!

just kidding, got that model working btw.

-Revolver
Awesome :P

Just double-checking I'm going about it the right way ;)

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05-14-2005, 11:51 AM
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