JasonX Posted August 8, 2017 Share Posted August 8, 2017 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 ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 8, 2017 Share Posted August 8, 2017 If you want it to look like in blender I would recommend bake everything into a single texture. This seems to be the more efficient way of doing it Quote Link to comment Share on other sites More sharing options...
JasonX Posted August 8, 2017 Author Share Posted August 8, 2017 OK I will give the baking a try and post the results. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
JasonX Posted August 9, 2017 Author Share Posted August 9, 2017 Hahaha. Worked.. baked all textures to a png (turn off lights, ramp up ambient 100 percent) Thanks for the tip. It's easy to do in Lightwave too. (Camera surface baker + uv border 1.0) Make UV unwrap atlas separate by surface. All must be final triangles, no subpatches or quads. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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