I been having trouble with my texture of my flower and i want the grass and the flower petals to be transparent but everything else goes transparent i dont know how to set up the shader in maya or set it up for the just the petal and grass to be transparent. Can anyone help me?
OK. If from what I'm understanding you want your flower visible, but everything else transparent. To do that you would need to make a selection of your flower texture, and the green parts. And in the alpha channel of the texture in photoshop keep the plant parts selected and fill that with white, and the surrounding area…
Why not just paint the green part into the texture where it is to be placed (directly over top of the flower petals) instead of having two separate parts and this weird fix? It would save some polys, too.
I still dont get why my model when i look at ti from different angles the texture become see through i just want to make my flower have the textured shape not the polygon shape i modeled it. I tried to do it in unity but trouble is i dont know how to make the right texture for it and it has problems as well.
Okay well i dont know what i am doing wrong i have a another piece behind it and it is all invisable I really dont know what to do I want to later put this into unity and see what it looks like but maya is giving me a problem i am using maya 2012 just so you know Here is the problem and my texture it has a alpha channel…
Okay here is the image of what the alpha looks like and the texture. The texture with the alpha is set to a targa 32bit i believe. I put it on my model in maya as a normal lambert the tranparent turned on as well. I filpped the faces on the back so they were face the other way so i could see the colors. But When i look at…
Is your grass modeled to have two sides? a front and back? Polygons will be completely transparent when viewed from the back, unless you apply a "double sided" material to them. In games it's usually better to model transparent objects that will be viewed at all angles with actual back facing polygons rather than use a…