Game Development Community

Art rant...

by Kevin Mitchell · in Artist Corner · 06/19/2011 (6:11 pm) · 2 replies

2 days experimenting with hair texture brushes to create a great hair transparency for my characters to find out that there's no trans map layer for the material editor.

17 hours finalizing the model, loading it in torque to verify the texturing, rigging the initial model in biped.

Finding out that there's no Open Collada format in max 2012.

Remaking the rigging in 2008, testing every limit for the perfect envelope. Saving the fig file, and the envelop file.

Celebrating.

Loading the file in torque. seeing a giant.

Not freaking out because i know i can change the meter variable in the dea file and reload the deal.

Freaking out because the scale did not change.

Finding a link in GG stating that you can disable skin and scale everything down reset transform, and skin.

Rejoices...

Scales and resets and still sees the skin deformed and squished.

Cries to have wasted 5 hours of rigging.


Gose to jump off a cliff with a sign that states:

"Screw you game art screw you!!!!"


/rant off


#1
06/19/2011 (7:51 pm)
/cry ... nothing was wrong with it... the gedion script i coppied did some weird scale to my model. I'm soooooo glad i didnt delete it.
#2
06/20/2011 (4:47 am)
You can add the transparency into the alpha channel for your texture, then set it to lerpalpha in the material editor. only problem is that it wont cast shadows. You can use an alpha map in the alpha channel and switch it to alpha threshold in the material editor, but theres no blending or semi transparency using that method, but it does cast shadows (IE thats what ya do for tree's so the leaves cast shadows etc...)