3D Tiles - Alpha Mask Help Requested


#1

Hey folks, first time poster. I have a question/problem. I am attempting to create light-neutral 3D tile images for a proof of concept. Utilizing the alpha masks from the PSD files, I can generate a series of ‘wall segments’ that fit… sort of. As you can see, the borders are fuzzy with half-alpha’d pixels. Anyone have any ideas? I’d rather not kill AA completely, if possible.


#2

hey, I’d love to help but im not sure what youre talking about.

are you asking how to make the tiles tile evenly? change your projection to cubic.

make the tiles less pixely? play with the pixel bluring option. or repaint the image with a higher resolution. or adjust the image size on the z or x axis which ever way it is facing.

less pixelation? AA passes always help

if i hit any of these let me know


#3

Essentially I guess what I’m asking is how to make the Alpha Masking from Lightwave in the PSD exports more precise. It’s causing a half-pixel outline of the object, which is causing the dark grey ‘seams’ between each of the tile segment (each time being a 1mx1mx3m area). It’s also evident as a light outline on the bottom right of the rightmost tile.

That piece should end with a sharp, dark grey edge on the right, yet it has a line caused by imprecise alpha masking. My question is, how to I make it pixel-precise, so as I export images from LW, I can seamlessly have them match up to the other pieces in the tileset (I’ve already got the correct perspective/setup/lighting to make it work), now it’s just a matter of mastering this file creation problem.

Any ideas?


#4

Okay, a little clarification. My goal is to be able to create tilesets for a tile/sprite-based WIP game. Instead of drawing isometric images pixel by pixel in Photoshop, my desire is to model/render each tile in Lightwave.

Hand-drawn pixel isometric art:

Closer to what I envision:

(I found both of those through Google Images for examples only).

So, the issue I am having, is that the Alpha Mask export options in Lightwave don’t seem to generate crisp edges to my masked renders. That caused the ‘seams’ in my original image in the first post. And also the while outline.

So, my question is, how to I make the masks pixel-precise. With no half transparent pixels in the Alpha Mask is has in the PSD export. My current solution is to hand-edit the masks in Photoshop, but for large scale numbers of tiles, that seems impractical and imprecise. I also want to avoid rendering entire rooms, because I would like to use the tiles independantly of any given pre-designed level. So that using a given tileset, any kind of room/area layout could be created just by tile placement.

Thoughts?


#5

I think I know what you need. Check out this video, it may help you:

http://www.youtube.com/watch?v=W_MWrsomMxk&feature=related

-Keith


#6

I see yet another solution: use dpont’s Image Filter Node Editor and make node setup checking whether alpha is equal to 0.0 (logic node), and in such case giving predefined color that has to be later transparent in game, otherwise pass regular color (mixer node with logic output as input to opacity). Instead of making green background color in render (which obviously is taken by anti-aliasing and mixed with regular image).


#7

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.