Yes. Just don't include the transparent part into the highpoly. But honestly, you would need a clear coat shader with a secondary normal to get correct shading from both the glass and the spheres. So they usually don't use the normals of the underlaying mesh. Just the color, and it has some fake shading baked into it.
I think you are asking for a bit too much This is something very specific that doesn't come up very often. But there is nothing hard in this. Imagine you have the highpoly balls, and the lowpoly only has the outer cylinder. You bake the balls to the lowpoly cylinder. done.
Transparency usually requires a black/white image (aka greyscale image).
White tells where to be transparent, and black is opaque. Or reversed dependent on the program, but if so you just invert it.
If you wanted to package the transparency map with the albedo map in order to reduce the total number of image files, you would usually have it like this: RGB - red green and blue channels are the colors A - Alpha channel is the greyscale transparency map.
Just check out the wiki. It's usually the best place to start on a new subject. Also marmoset has a lot of very beginner friendly tutorials on their website. Toolbag is a good program to poke around with even if you just use a trial because every button has contextual help that explains what it does clearly. Just load an example scene and you can learn a lot by turning buttons on and off.
I think you are asking for a bit too much This is something very specific that doesn't come up very often. But there is nothing hard in this. Imagine you have the highpoly balls, and the lowpoly only has the outer cylinder. You bake the balls to the lowpoly cylinder. done.
Yeah, of course, I will bake them, but they will not be visible. Or it will no visible transparent surface.
The texture input slot in the Transparency module needs a texture to target which areas are turned off or on. You don't have a texture in there. Do you know how textures and UV's work?
You can't replicate the gumballs in a standard shader. You would need a complex custom shader, with fancy parallax, and that's usually more expensive to render in realtime than simply using geometry balls inside a transparent cylinder.
Quick test in 3ds Max with two cylinders, and a free texture off the web. There's no parallax here, just a color map and a normal map. See how flat it looks? Also there's no shadows between the balls, or from the logo onto the balls. You could render all that into textures, but it would be view-dependent. And it would look terrible from the gun-holder's perspective.
(the highlights in the free texture are clipped, so the balls get flat spots)
You can't get this effect using only a diffuse map. The internal parts are modeled on this one, and the outer shell used an actually translucent material so you can see the inside.
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Usually though, it's best to leave old threads intact, since they show up in search results and tend to help others who are looking for similar solutions. It's just a nice thing to do, for the community.
Replies
White tells where to be transparent, and black is opaque. Or reversed dependent on the program, but if so you just invert it.
If you wanted to package the transparency map with the albedo map in order to reduce the total number of image files, you would usually have it like this:
RGB - red green and blue channels are the colors
A - Alpha channel is the greyscale transparency map.
Just check out the wiki. It's usually the best place to start on a new subject.
Also marmoset has a lot of very beginner friendly tutorials on their website. Toolbag is a good program to poke around with even if you just use a trial because every button has contextual help that explains what it does clearly. Just load an example scene and you can learn a lot by turning buttons on and off.
Quick test in 3ds Max with two cylinders, and a free texture off the web. There's no parallax here, just a color map and a normal map. See how flat it looks? Also there's no shadows between the balls, or from the logo onto the balls. You could render all that into textures, but it would be view-dependent. And it would look terrible from the gun-holder's perspective.
(the highlights in the free texture are clipped, so the balls get flat spots)
http://wiki.polycount.com/wiki/Parallax_Map
Regardless, the gumballs one is definitely not rendered in CS. That's showing mesh gumballs.
The latter one is baked using a camera from the player's perspective, then projected into the model's UV using a camera-aligned UV projection.
Usually though, it's best to leave old threads intact, since they show up in search results and tend to help others who are looking for similar solutions. It's just a nice thing to do, for the community.
Your call though.