Hey guys, sorry for being such a pain in the ass with my problems
:poly124:
I am trying to make my own grass alpha texture which I can use in 3DS Max to model low poly grass patches but it seems photoshop does not allow me to save as an alpha.
Next to layers you have channels ok ? You need to go there add a new channel which will be the alpha channel of the image.Paste what you want there and save as a 32 bit tga, or a tiff.
Sande: You left out the last step: paste the mask into the alpha channel. Currently your alpha channel is all white. I'm sure the help files cover everything about alpha channels.
Your background needs to be the same color as the grass, as of now you will get a white edge to your grass. I'm sure there's plenty of tutorials out there covering these kind of details.
Sadly I have not been able to find any good tutorials on alpha textures at all. If you can send me in the right direction I would appreciate it
as of now I have been able to render the alpha diffuse textures out as a .tiff and .PNG but 3ds Max wont show them (unlike the .targa who works but doesnt work with the alpha).
This is literally the first result I got from typing in "tga alpha texture tutorial". There are also countless other tutorials and even YouTube videos. I use the website www.google.com. It's good for finding stuff on the internet.
thanks but my problem lies with the inability to save the diffuse texture and mask as a .targa to be used inside 3ds max. Also that link covers what I already knew, my problem is that my tga will not display inside 3ds max.
Sadly I have not been able to find any good tutorials on alpha textures at all. If you can send me in the right direction I would appreciate it
as of now I have been able to render the alpha diffuse textures out as a .tiff and .PNG but 3ds Max wont show them (unlike the .targa who works but doesnt work with the alpha).
So..... is it a problem with Photoshop saving the TGA, or loading the TGA into 3DsMax?
You need to be a bit clearer, this thread doesn't make sense to me.
Are you saving the TGA as 32 bit?
mainly opening the TGA inside of 3DS Max (the same for my .targa files).
I saved the textures as a .jpeg and now they work fine but can I really replace a .targa or .tga/.pgn with a .jpeg ?
Replies
btw, I am trying to save as a .targa file. Tried a .tiff extension and it gave me an alpha but I lost the diffuse color/texture.
PNG works too, if you can't get these formats to work.
Sadly I have not been able to find any good tutorials on alpha textures at all. If you can send me in the right direction I would appreciate it
as of now I have been able to render the alpha diffuse textures out as a .tiff and .PNG but 3ds Max wont show them (unlike the .targa who works but doesnt work with the alpha).
thanks but my problem lies with the inability to save the diffuse texture and mask as a .targa to be used inside 3ds max. Also that link covers what I already knew, my problem is that my tga will not display inside 3ds max.
anyway, thanks for your effort.
will do, thanks.
You need to be a bit clearer, this thread doesn't make sense to me.
Are you saving the TGA as 32 bit?
I saved the textures as a .jpeg and now they work fine but can I really replace a .targa or .tga/.pgn with a .jpeg ?
there are no edge/poly constraints selected in my modifier.
Press x?
I assume you mean that the gizmo doesnt have active handles?
Another thing learned ^^