i've gotta say that in my experience, opacity sorting with foliage becomes a non issue if you're using 1bit or 2bit alpha vs. 8. With the resolution that these assets are at, you could easily have a mask that could match the detailed silhouette these bits are at, if not surpassing it, even. Not worth going back to redo all…
It would be astonishing to find that a 1bit alpha would cause so much memory overhead that it could cause the complexity of other objects/shaders to be scrutinized. BTW alpha can be added into a single 16/32bit TGA file, so why would it require an extra channel? Actually, looking at the current config. it would save around…
Here you go WiseBrownMonkey, taken from my GameArtisans post: Here you go: Here is how I do decals, colored grunge and debris.. err whatever you want to stick on a building. My whole take on material creation is to examine the scene and come up with a list of materials I'd need. From there I see what materials I can…
Using an alphatest (1bit) alpha would probably be a good place to start in optimising it. I can't be sure but it looks like you've got 8-bit alpha there which is really expensive. Use some code that'll only draw it out a certain distance from the camera (no point in having it render all those planes all the way to the…
[edit] Oh snap, there's an image cap of 16... I'm going to have to split up this next post. Time for a great big art dump. Most of the time I'm super picky about what gets posted on polycount, so I need to just post the good, bad and the ugly here to help me keep everything in proper perspective. (I'm not going to post the…
Cheers Xendance, Yeah I'm using a 1bit alpha but I'm pretty sure I've got the channels set up wrong. I'm plugging the alpha of my diffuse into the opacity mask mat channel and then the blend mode is set to masked. The alpha comes out fine but it's not showing as double sided. I'm not sure if that's down to alpha sorting or…
Arms shape are defined by the concept so i`d say it`s not my fault :) Here`s an animation that i made for him ( but remember, i`m not an animator ) [ame] http://www.youtube.com/watch?v=mYHnL_-1bpQ[/ame]
Geezus: Speaking of the creatures, in the Giant Spider's wires you show what looks to be planes for alpha map spots of hair on the legs, but in the final renders I see no evidence of this. Am I missing something, or were the spots of hair taken out in the final render? I have to agree with the splash/intro page though.…
Is this for environments of stuff like hair? If you can afford to do it, 1bit alpha with dxt3 compression can help you avoid a lot of those problems if I recall correctly. You can also try using a combiner material with your texture and playing with the alpha settings to help solve sorting.