I ran into a problem with some alpha mapped planes while working at my Han Solo Blaster model :
The planes render fine in 3ds max 2015 (default viewport settings, except max texture size)
while the same planes render...well not as they should in the classic DDO's modelviewer and Substance Designer
I really have no clue why the planes render fine from the bottom in every program while the top doesn't is there anything I can do to fix this ?
Replies
To see how this looks in max, right click the object, go to properties, and turn on backface culling. Then you will only see the front of the face, and the backside wont render, which is consistent with what any game engine/real time renderer will do.
this mesh is going to be used in the by now ancient game Jedi Academy, and I am allready quite high in tri and vertex count (even for a viewmodel, which this is going to be) which is why I chose to alpha map the ribs of the front grill instead of modeling them as giving them a round, smooth, appereance would bum up my tri count even further - but I may have to change that now
I'M not sure wether you see the problem here :
the transparent pieces from the up facing planes block out the planes beneath them WHILE the down facing planes don't do that
it must be something with the draw order I guess
EDIT :
"Inverting" the face indices for the top facing planes did the trick (1-18 from bottom to top instead of top to bottom)
[sketchfab]c76bba4c77f5415cbb2f52cf7a894fcb[/sketchfab]
Han Solo's DL-44 Heavy Blaster Pistol by ashuradx on Sketchfab
As shadownami92 says, this isn't even player facing and from another player's perspective it's going to be too small to see. real geometry recommended.
I'll consider it , I guess I'll just cut the shape out of my planes, and do a quick extrude to not mess up my UV's