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Help! Opacity map fail :(
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  • Total Posts: 9
  • Joined: 03 January 2012 08:16 PM

what ive done:

1: Make a Box
2: convert to editable poly
3: extrude the top face then scale it alittle
4: extrude the new top face down in to the box so you get a hole
5: add the opacity map with a checker and tillt it so you get a good view

now change the view to shaded and see what happens :(

look at the pictures :S you see thrue the white parts in to the hole somehow plase try it and see if you get the same problem :(



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ive made a bigger object with the same problem… but this is just to show you whats happening :(

any clue of what it is please reply!

Author: MarcusCodes

Replied: 30 October 2012 04:13 PM  
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These are primarily professional forums for professional users - language like that is neither required or acceptable. Your post has been edited accordingly.



Max 4.2 through 2014, Composite 2014.
XP-64 (SP2).
nVidia 9800GTX+ (512MB) (Driver 314.22).
i5-3570K @ 4.4GHz, 8Gb Ram, DX9.0c.

Replies: 0
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Don’t scale ANYTHING...Don’t EVER scale...and if you do...RESET x-Form...lol



3ds Max 9 thru 2013
Windows 7 Enterprise 64-bit OS SP1
Dual Intel® Xeon® 6 core X5650 @ 2.67GHz CPU 36GB RAM
NVIDIA Quadro 4000
450GB HDD (x3) and 2TB HDD

3ds Max 2012 Certified Professional Models to Motion

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reset x-Form just made my model to get in to a wierd pose :)

Author: MarcusCodes

Replied: 31 October 2012 06:21 AM  
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Pose? so you used it on a character?

Author: Doughboy12

Replied: 31 October 2012 09:04 AM  
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Has nothing to do with scaling. Looks like just a typical display glitch where it’s not rendering the faces in the correct order. This is common with alpha textures and only affects the display. It will render in the proper order. Unless there’s some reason you need it to show properly in the viewport I wouldn’t worry about it.



Chip Matthews
PixelForge, Ltd.

Replies: 1
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The game engine im using sees the object like this to :/

Author: MarcusCodes

Replied: 31 October 2012 07:26 AM  
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Someone with game dev experience might weigh in with more accurate information but it’s my understanding that using a 1 bit alpha channel can minimize the issue. It’s more common with 8 bit alphas.



Chip Matthews
PixelForge, Ltd.

Replies: 1
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they said that something is wrong from 3ds max :/

Author: MarcusCodes

Replied: 31 October 2012 08:50 AM  
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Who is “they”? What game engine are you using? What image format are you using for textures? These kinds of alpha sorting issues are common to every game engine. It’s is not specifically a Max issue. Depending on the engine there may be some tricks to work around it, like separating the sides into separate objects, using a 1 bit alpha channel, actually modeling so you’re not depending on an alpha channel at all, etc. You should try googling the name of the engine you’re using along with “alpha sorting” and see what you can find.



Chip Matthews
PixelForge, Ltd.

Replies: 0
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Im using Unity as a game engine, to for the feedback will do some more searching :)



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