Hi , I would like to render my 3D character in Marmoset, however I am creating the texture in substance painter , I am painting the hair and slashes on 3D planes geometry...but I noticed when I am painting my planes (hairs strips and slashes) I can not see the back culling options , I am doing the cheapest way for my render, planes and not particles, at least for now... I think there are many ways to jump this step . I am using blender 2.79 (blender supports backculling and the fbx format is updated too)... I would like to solve this problem in substance painter ... I think to use designer for create something to read double-sized faces? and paint planes . thx
Replies
I think the alpha clip version of the painter Shader is double sided, try that
Or model the back faces (don't do that unless desperate)
Designer can not help me to solve this issue? Ok I will try with alpha ( cutting off) but I am afraid of some bleeding (white points or black points) . Has Marmoset "pre-multiplied" o "streight" alpha? just in case ... .Thanks bro ,for you suggestion.
I'm a bit confused by your last post tbh.
What you want is some single sided geometry, rendered with some sort of transparency, no backface culling and ideally two sided lighting.
The Shader usually takes care of all of that.
If the Shader doesn't support no backface culling then simply duplicate the geometry and invert the normals