![]() It is very logical to think that 'where one is visible, the other is invisible, and where the first is invisible, the second is visible'. If one invert the Alpha channel of an image, then apply the original (on the original geometry/mesh) and the one with inverted Alpha channel on the duplicate geometry. On this cilinder example (it has FS_SCROLLX: applied on MAP OPACITY (x because i do not remember, 8 is faster but i think its a 5 or 6.) and it is 2 of these cylinders, one with FS_REFLEX: effect and the other with 'Babel scroll' (FS_SCROLå…ƒ ) with the layering of meshes, achieved by selecting visible and invisible parts on the texture, by editing the Alpha channel on TGA's. ![]() so, this kind of 'convenient' parts are better to 'layer' duplicated meshes, other parts are positioned on parts that (on effecting) it would be more convenient to separate from the main mesh. ![]() This cilinder (actually a extruded circle) have less than 20 polys, but imagine if i would model all these little curves, it would be just enormous. (as all can see, not necessarily all parts are inverted )
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