... how do I get the following effect in Blitz that I got in RAD?
Lemme explain a bit...
The last plain building I made was full of geometry in order to get see through window openings... kinda costly poly wise for a game model.
I only just realized that I was really doing things the wrong way...
Anyway... while experimenting with making models in CShop, and using them in RAD and Blitz, I stumbled upon a technique that allowed me to use plain flat structures without any openings, and have the texture maps do the work of providing me with translucent areas which would not only serve the purpose of providing see through windows, but also save the poly count of the models by allowing simpler geometry to be used...
... no more modelling window openings, frames, sills, and borders.
Take a quick look at what I'm talking about...
house in RAD... notice see through windows, done using texture transparency areas
closer view looking into the house through a 'window'
same model, textures are a bit richer with lightmap 'baked' in, but black areas do appear translucent
I think that there is a way to do this in Blitz, but can't find it...
Now I know a few of you guys are familiar with this techinique, and have been using it for a while now in your stuff, so be patient with me... I've always been a lil slow...
Thanks in advance for any and all help
Oh yeah, the textures were ripped from MOH, and the model is a simple a frame... as a matter of fact, without the great textures, the model wouldn't look like muh of anything... great textures are everything.
--Mike
Lemme explain a bit...
The last plain building I made was full of geometry in order to get see through window openings... kinda costly poly wise for a game model.
I only just realized that I was really doing things the wrong way...
Anyway... while experimenting with making models in CShop, and using them in RAD and Blitz, I stumbled upon a technique that allowed me to use plain flat structures without any openings, and have the texture maps do the work of providing me with translucent areas which would not only serve the purpose of providing see through windows, but also save the poly count of the models by allowing simpler geometry to be used...
... no more modelling window openings, frames, sills, and borders.
Take a quick look at what I'm talking about...
house in RAD... notice see through windows, done using texture transparency areas
closer view looking into the house through a 'window'
same model, textures are a bit richer with lightmap 'baked' in, but black areas do appear translucent
I think that there is a way to do this in Blitz, but can't find it...
Now I know a few of you guys are familiar with this techinique, and have been using it for a while now in your stuff, so be patient with me... I've always been a lil slow...
Thanks in advance for any and all help
Oh yeah, the textures were ripped from MOH, and the model is a simple a frame... as a matter of fact, without the great textures, the model wouldn't look like muh of anything... great textures are everything.
--Mike