I've been making this 3D model of a sunflower but I wasn't to sure of how to go about making the petals for a game engine, I don't have much experience in this area and finding out about things like this on the internet is such a pain.
I've looked into billboards but this isn't the effect I want to achieve, it is in a sense but at the same time I don't want all the rotating effects.
What I would like to know is how I would go about this, I've tried creating a low poly version of the petals to bake the high poly down into but all that achieved is a lot of polys to deal with and messy normals.
At the moment I've tried a different method by basically using a cylinder to enclose the high poly petals and have tried baking the normals down onto it, but I lack the knowledge of how to make a mesh transparent within an engine so it looks like this at the moment. (ignore the bad normals on the pot I will fix them)
Low poly without normals
And High poly
I really appreciate the help!
Replies
Thanks for the advice but I need help with making the unused area transparent, the flower is more of a test project.
anyhow, since its important i would use thoose planes and place manually around the flower head. dont forget about size variation and placement shouldnt be perfect.
Thanks for the help, I'll give that a go and see how that turns out
As for the game engine integration, what are you using?
Regardless of the particular engine though, there should be some default shaders with a separate transparency input, or in some cases it is combined into the alpha channel of the diffuse.
I'm trying this with marmoset but can't seem to get this working, the alpha is baked but I'm not sure what slot it would go into.
Scratch that... I figured out the diffuse channel in Marmoset holds the alpha transparency, I was messing with the translucency