i realise that this can be largely dependant on the engine you're using, and how it handles alpha channels and the like. so here's the question: how do you handle hair? how would you go about recreating FFXIII style hair? are you satisfied with the current "limitations" when making it? what do you think could be done…
Hey Eric we should probably throw together a proper hair page on the wiki. You already have the makings of one with these pages. http://wiki.polycount.net/Opacity_Map?highlight=%28hair%29 http://www.tylersart.com/thor.html http://www.paultosca.com/varga_hair.html I think showing a few ways depending on what you have to…
TexMod is another handy little app for extracting textures from vram. its a bit more compact that 3D Ripper DX but only handles textures. nice thing is you can inject textures back into vram. its a pretty neat way to update your textures without restarting your game engine In that thor tutorial the whole tile is Alpha…
long hair isn't so hard to do if you can afford the number of alpha-planes and sorting at least on PS3 (i assume 360 and PC have no trouble either) is not the biggest deal with alpha-to-coverage. i find it gets more interesting with shorter/unkempt hairstyles. i once had to do sorta-unkempt medium-length hair (reference…