Hi guys,
I'm trying to make a tattered cloth robe for a character but I'm not sure of the best way to go about it.
My initial thought would be to use an alpha map. I'd paint the areas black/white where I want them transparent or not, then in zbrush I'd sculpt the cloth wrinkles etc and export as a normal map.
But the dilemma occurs; for one thing, cloth needs to be double sided because if not in unity you'd just see through the back faces. So if I give it thickness, and alpha out the hem, depending on the angle it'd appear as if there are TWO robes because of the gap between them.
The UVs for the inside and outside would be the same.
If anyone has any ideas how I can get around this or do it better please let me know.
Replies
Its typically a switch you can turn on in the shader, I'm pretty sure unity supports this.