Member Hasuman Posted December 12, 2015 Member Report Share Posted December 12, 2015 Hi, I'm sculpting a character with raggedy clothes for my game. I'm wondering if it's possible to bake the raggedy parts so that it generates an alpha map for them? For example, I would model a simple cylindrical mesh for a skirt with holes/hanging parts in it and it would project those holes as an alpha as a seperate texture or as an alpha channel. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Solution Michaelgdrs Posted December 12, 2015 Contributor Solution Report Share Posted December 12, 2015 It can be done . Layer 0 set opacity to 0 and hide the layer. Now make a new layer and erase with the erase brush some parts. Bam you have transparency. If you have additional layers you need to erase those as well included AO. Quote Link to comment Share on other sites More sharing options...
Member Ma3rk Posted February 6, 2016 Member Report Share Posted February 6, 2016 It can be done . Layer 0 set opacity to 0 and hide the layer. Now make a new layer and erase with the erase brush some parts. Bam you have transparency. If you have additional layers you need to erase those as well included AO. I've gotten the basics of this working but wondering if there's a way of ganging layers so that the erasing operation is in sync so to speak? I'm working on a fish & trying to figure out the best approach for transparency & translucency. Similarly, I'm not fully understanding the RMB function of Make Transparent for a layer. Seems that the Blend mode is important for ths to work properly. Any tutorials anywhere on this? Thanks. Quote Link to comment Share on other sites More sharing options...
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