Ok, I've got a model with diffuse, normal, specular and opacity maps. All these materials work, but when I render, the bits that are transparent due to the opacity map still catches light from the specular - so it looks like I have some "ghost" parts on the mesh.
Any ideas?
Replies
I'm sure the game engine won't fuck it up like max, but I wanna do nice renders.
If I put my opactiry map as my specular, I would lose all the effects I was achieving with the specular map. The reason I'm using the opacity is that sometime I switch off parts of the model - so I can remove a leg or arm by applying the opacity.