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#1
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Hello I have my model, all polygons are combined, I assing a custom texture to my model and then I can see textures are transparent, like X-ray. when I export my model from maya to unrealed my textures are opaque but it's hard to paint the model with transparent textures, what I can do to see my textures opaque in my model? there is a screenshot of this issue
![]() I don't want to be able to see the textures of the other side like the texture of this wheel marked with the red circle, thanks |
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#2
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Could be a couple things that I can think of... If it's happening when you apply a custom texture though, it could be Maya trying to assign a transparency channel to your shader, it likes to do that with some file formats(.psd for instance). Check out your shader in hypershade...
If it looks like this: ![]() Then you'll want to click on the bottom channel and delete it. Or, you might just have the xray setting checked, but that would indeed be in all shading modes.. Hope this works out for you.
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Mare Nostrum animator and environment art dude. |
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#3
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I think it's resolved, If I save a custom texture in TGA 32 bits/pixel then appear this issue, but I I save my custom texture in TGA 24 bits/pixel I can see my textures opaque now
![]() How I must save my custom textures? TGA 16/24 or 32 bits/pixel? thanks |
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#4
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I would suggest using .dds.
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Maps: RO-Leningrad / CC-Ardon / RO-FallenHeroes / KF-MountainPass_Day/Night Current Side Projects: Renegade-X |
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#5
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I'm using TGA because I Import all my custom textures in one custom texture unreal package .utx and then compressing all my textures to DTX1.
I think I can't import .dds textures to unreal texture package. It's the correct way to do it? thanks |
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#6
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Here's how I do my textures:
- Create texture in Photoshop - Save the .psd file into a .dds from inside Photoshop and put the texture in a folder on my computer - Go into ROEd and in the texture browser Import the texture into my GUP-Textures package - Make sure everything works right and then save GUP-Textures Not sure if this is the right way to do things but I've had no problems yet.
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Maps: RO-Leningrad / CC-Ardon / RO-FallenHeroes / KF-MountainPass_Day/Night Current Side Projects: Renegade-X |
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#7
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in maya if you use the .tiff/.tga format you will get that.
Solution for .tiff- go into photoshop and select "channels" and then delete "Alpha 1" and save, then select the hypershade in maya and click on the file attachment to your lambert and in the attribute browser ( right side window ) click reload texture file. This should fix your problems. Solution for .tga - I believe but am not certain that tga files have no background layer and thus the part that isnt seen is translated into alpha. Your best bet would be to use another file format. I suggest using .tiff for maya textures since it saves with layers, Although a .BMP format will be best since both maya and Ued can import it and you shouldn't get wierd transparency issues. |
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#8
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If you save the TGA as 24 bits you shouldn't have a problem because the 24bit doesn't support an alpha channel. A 32bit TGA will include an alpha channel (unless you specifically erase it?).
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