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opacity maps
common mistakes
WHAT
WHATDOES ITDO?
DOES IT DO?
Determines what isisvisible
Determines what visible(true = white)
(true and what
= white) andiswhat
not (false = black).
is not (false = black).
Grey = semi-visible.
Grey = semi-visible.
Opacity map for the
Opacity
wheels of map
our for the
bike.
wheels of our bike.
Only a quarter
Only a quarter is needed.
is needed.
PROBLEMS
But using opacity maps for your materials is not without
its disadvantages:
-Using transparency will come with a significant
performance cost
-Sorting issues (Zdepth)
-The object might look bad from certain angles
3d1 THEORY
OPACITY MAP
3d1 THEORY
OPACITY MAP
3d1 THEORY
OPACITY MAP
SITUATION
The renderer does not know what to render first/on top.
This is also referred to as a Zdepth issue, as it relates to
the depth, the distance from the camera.
There are several ways to fix this, but this is also why we
like to split off our transparency parts of the object as
a separate material, so there can be no issues between
the solid parts and transparent stuff.
3d1 THEORY
OPACITY MAP
3d1 THEORY
OPACITY MAP
CONCLUSION
The opacity map can be very useful, but you will not use it for ev-
erything. If it can be avoided, games will shy away from using
transparency as much as possible.
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We need terracotta, soil and plants.
This is from textures.com
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Before we can start, we also need to
render ambient occlusion and make a
UV snapshot.
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Since i had not combined my objects, I had to photoshop the 3 different AO bakes into one
Put the uv snapshot in photoshop as well, so you can see the boundaries of your uv islands.
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On to the fun part, now you can copy and paste your photo textures in here.
Finish off with some dirt brushes, or photo textures of moss.
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On to the flower parts!
Here we make the textures first, and then the models.
You put all the flowers together in one photoshop file. Their background colors match up
with the diffuse colors. Afterwards you also make a black and white map.
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In Maya you make a 3D plane, and texture it with your new flower textures.
Afterwards, you cut out the different planes with your multi cut tool.
You can select a face and extract it so it becomes a different object.
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You can cut the plane in multiple parts to curve it.
Place your planes (also called cards) inside of the flowerpots.
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3d1 THEORY
preserve uv's
When you transform the vertices of
an object the UVs do not move in UV
space by default.
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3d1 THEORY NO PRESERVE UV’S PRESERVE UV’S TURNED ON
preserve uv's
No need to re-unwrap when you’re cleaning
up and optimizing texture planes. Just turn on
preserve UV’s.
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3d1 THEORY
common mistakes
Let’s take a look at the most common mistakes. A good skill to
have is the ability to criticize your own work.
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3d1 THEORY
common mistakes
SEPARATE
ELEMENTS
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3d1 THEORY Smoothing Groups
common mistakes
Proportions
Random rust
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3d1 THEORY
common mistakes
• Too much texture space is being wasted in general
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3d1 THEORY 05
common mistakes So small that there is no possibility to
add detail. Can probably be optimized.
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