wewding10 Posted November 24, 2022 Posted November 24, 2022 Hello, I've been trying to port Nyotengu's model into another game by the use of Blender 2.79b. Thing is, I've been having many issues with the alpha channels that are mostly located in her hair. As I've been seeing it, the portions of the textures that use the alpha channel are rendered as if they were see-through, be it seeing through only a certain part of the mesh or the entire model. I'll add some pictures as reference since I believe at least someone else has experienced it. How do I fix this? The other game renders models as they're seen in the Blender Render, so the issue persists there. I've been hypothesizing whether it's a problem with the materials or something else, but I can't manage to solve it. Any ideas on fixing this permanently are welcome. Thanks.
Meister89 Posted November 25, 2022 Posted November 25, 2022 I am no expert but it seems a render order issue. How to fix this, I can not directly answer just hint you an idea. It depends on the game you ported how that handles the alpha. Either you have a tool for that and set it up there. I'm unsure if blender can save that for another game to handle correctly. For instance DoA5 has similar issues here and there with the alpha. Here one can fix them with the "TMC Object Tool". One needs, as seen below, to adjust how the alpha is handled in detail by the game. Trnsp (Transparency setup) Z1 (how the alpha is rendered). Its a trial and error setup, at least for me. Hope this helps a little.
wewding10 Posted November 26, 2022 Author Posted November 26, 2022 14 hours ago, Meister89 said: I am no expert but it seems to be a render order issue. I believe to have read something similar while looking at how the alpha channel is handled in XNAlara. I've been searching far and wide for solutions in other forums using as keywords 'alpha channel issues' and 'transparency issues', so I'll try to look into further detail whether I can change the render order in Blender itself or try to do a botch job porting the model first to XNAlara, changing the render order there then porting back to Blender. Thanks a lot either way. I'll try to update in a few days, see if I have figured it out by then. 1
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