I assume you're talking about opacity maps. Alpha can be used for anything (for example the alpha channel of specular maps is often used to store glossiness or specular exponent information). Generally opacity maps are placed into the diffuse's alpha channel, although different engines will use them in different places and…
MoP got it bang on. There is a quirk to do with alpha maps in max too if you plan to render them out. By default as the opacity goes towards 0 the colour gets blended with the ambient or diffuse slot colour too somehow. Very annoying! So if you have diffuse texture with alpha applied in this way it can be useful to set the…
Hey Cyp3r, You can have a separate map for the alpha channel, but I'm sure it would take up more memory etc... you can combine the alpha and diffuse by putting the alpha on the alpha channel on a 32bit targa file. I know if you have a separate alpha map then you can put the alpha map on the alpha channel on the max…
With alphas are they supposed to be a seperate map? or combined into the diffuse as the alpha channel? also how can you get alphas to show in the max viewport?
Well, like I said in the initial reply, you can force Max to read the alpha channel of any 32-bit texture by telling it to ignore the RGB and use Alpha. So in this way, since you're just using a Bitmap map type, you can put this anywhere in the Material Editor that accepts regular map types. Thus you could have the gloss…