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Post by moonbiscuitsims on Sept 30, 2024 9:00:18 GMT -5
I've converted some boots and would like to know how to make these decals transparent (or any mesh with texture applied that needs transparency completely except the texture part) I already did this on a build mode object but I used an alpha threshold and added an alpha mask to my diffuse texture But for cas I found this tutorialIs this the correct method for what I'm trying? If so that's fine, just want to make sure it's the right method. I don't want semi transparent fabric, I want it to know that any mesh area without texture should be see through like I did in the build mode item. Is there a way to apply alpha threshold to my boots?
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Post by mauvemorn on Sept 30, 2024 11:46:39 GMT -5
Hi. In cas transparency does not work the same way, you need to jump through many hoops for it. Just bake them to texture, the result is not worth the effort.
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Post by moonbiscuitsims on Sept 30, 2024 12:08:03 GMT -5
Is that by using the selected to active method? if so when I tried that last time I couldn't figure out how to get it right, if that is the way, I'll try again on this and if I run into any issue I'll post here
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Post by mauvemorn on Sept 30, 2024 13:25:28 GMT -5
Yes, this method. Which part was causing problems?
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Post by moonbiscuitsims on Sept 30, 2024 14:10:09 GMT -5
On my previous attempt the bake result produced the decals all over the place and broken in the wrong places, and on these boots i've just tried and it just keeps giving me a blank image. Here is a video of how im trying this (ignore the part where I bake without selecting the object I realised and selected it after and redid as I've done many times, always same blank result) I don't mind if it is on a clear image that i can later put with photoshop or on top of a texture that I already baked, but I can't see anything on my baked images they all turn out blank and they should be visible even if the texture is small. I tried removing them like I did with the stitches and seams but it just looks ugly and unfinished.
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Post by mauvemorn on Sept 30, 2024 14:51:13 GMT -5
Switch to object mode, select decals, then boots, try again. If won’t work, share your blend right before you hit Bake
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Post by moonbiscuitsims on Sept 30, 2024 15:29:34 GMT -5
I've added it, I tried again and it did the same thing. I don't know if the materials require the original json files on my pc or if the materials will appear on another device. I know in this case it's possible i could just photoshop them on as they're small but there was also a sweater i've converted where a similar thing happened and i ended up using photoshop. I'd like to learn this though more in case theres ever a time where I can't photoshop it or for it to be more accurate
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Post by moonbiscuitsims on Oct 1, 2024 6:27:46 GMT -5
Hi. I've run into another unrelated issue after i've photoshopped the texure manually After doing my cuts as i've done before, and assigning cut numbers, when importing lod 0 there is no issue, but when i decimate my lod 0 and import the lod 1 2 and 3 they're all missing the bottom cut, only showing the top part I can't find the cause for this the cut numbers match the original ea reference boots. I tried redoing it all with a new reference but the same thing happens This is the same process I followed for my previous boots so I don't understand what is causing it
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Post by mauvemorn on Oct 1, 2024 6:32:35 GMT -5
The distance between decal planes and boots is higher than 0.0002. Try 0.002 in both. Also, after baking, make sure to choose Bake decals texture in the uv editor cause it gives you a different one
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Post by mauvemorn on Oct 1, 2024 6:38:06 GMT -5
Hi. I've run into another unrelated issue after i've photoshopped the texure manually After doing my cuts as i've done before, and assigning cut numbers, when importing lod 0 there is no issue, but when i decimate my lod 0 and import the lod 1 2 and 3 they're all missing the bottom cut, only showing the top part I can't find the cause for this the cut numbers match the original ea reference boots. I tried redoing it all with a new reference but the same thing happens This is the same process I followed for my previous boots so I don't understand what is causing it Always study the original resource before replacing it. Lod 1 is made of one meshgroup.
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Post by moonbiscuitsims on Oct 1, 2024 6:39:05 GMT -5
ohhh ok thanks! had no idea this could change between lods
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Post by moonbiscuitsims on Oct 1, 2024 6:54:28 GMT -5
Fixed the selected to active issue, thanks!!!
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