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Using texture alpha without culling faces.


JasonX
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Say I have a sphere. It has a material color of RED.

Then I pick a few faces and use another material on them with a diffuse texture (uv mapping) that has alpha channel. Basically a logo or something.

Texture with alpha causes faces to disappear as in alpha test, which is not what I want.

 

I want it to look like how it looks in Blender.  Here's a sample of screen shot I want it to look like, but I achieved this by faking it.

What I did is I have an entire untextured model without the eyes, mouth, and P logo on the plane's wings. I made a copy of faces in those area and raised it slightly, then apply a diffuse texture with alpha to get it to look like this. Without duplicating the faces (some people duplicate the entire mesh), I cannot create decal-like texturing on the model.

My P logo will have see through area in the faces around it. The eyes will have see through culled faces. Any way I can export from blender intact without duplicating the faces with UV coordinates ?

mrpotato.png

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