Hints, tips and tutorials for 3D modelling & content creation
|
KatsBits
Creating 3D models, meshes &
game content
3D modelling & meshing, level editing and textures makingHints, tips and tutorials for 3D modelling & content creation [back]Advanced skinning optionsAdvanced 'skinning' options ^For most of the objects in a scene it's not necessary to go any further with skinning (as shown on the previous page) other than to just add a texture to a mesh, in some instances however, it is. A couple of mesh objects in the scene use another 'map' channel in the materials global settings which, when combined with the previously used (diffuse) texture, create a 'visual effect'; in this particular case, transparancy. This technique is very usefull becasue it allows the detail of a texture to be used without resorting to excessive mesh modeling (particularly usesful on lowpoly game models) to recreate the details in 'reality'. Sub-material map channels ^Once you've set up the basic material ('A') - shown below with 3 sub-materials each being applied to different parts of the model - you can then choose which sub-material ('B') you want the effect to be applied to. Clicking on any of the sub-materials opens up more editable properties including the 'map' channels; the channel we need to use is marked 'opacity' ('C'). ![]() Submaterial browser/editor Setting up the opacity (transparency) mask ^This is done basically by using a texture layer that's a grey scale or colour image with or without an 'alpha channel mask'. If it's a greyscale image then you don't necessarily need the mask as gmax is set to use (or can be set to use) greyscale masks in the same way as any other program - white is seen as being 100% opaque (solid), black is 100% transparent (can be seen thru), with various shades of grey effecting opacity & transparancy of the layer depending on it's tonal value. I found getting this next step right is was bit hit 'n' miss when putting this scene together, but that's not gmaxs' fault. I opted for the colour image with a mask channel included with the texture.
The red shaded colour below denotes the area on the texture earmarked as the mask; anything not covered by this colour will be visible, anything else covered by red gets blocked and isn't visible. This gives us a nice 'fence' or grill like pattern as the red areas are removed leaving only the remaining prongs to be shown on the model.
![]() Texture with alphamask highlighted red Opacity channel material settings ^Once the texture has been set up it can then be applied to the empty opacity map channel in the material browser ('A' - called 'opacity' for ease of use but it can be called anything as necessary). Selecting the material applied to the model we can expand the map channels and click on the 'Opacity' button to reveal the parameters for that map; all that needs to be done is to assign the texture to the slot ('B'). Once it's loaded a few settings need to be changed ('C' - see below) and, if all's gone well, the material pre-viewer (the round material covered ball at the top of the browser) should change to show the now 'missing' sections of the texture. ![]() Applying opacity to materials
If everything has worked what you should see in both the material editor preview ball and in the main viewport window/s is the texture applied to the mesh with the missing alphachannel. ![]() Final mesh with texture showing opacity based on alphamasked regions
|