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 Post subject: 3DS How-To: Fix Alpha Textures
PostPosted: Tue Feb 14, 2006 8:22 pm 
Crumpet
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I spent forever trying to really fix this one. I had a work-around that involved editing the textures myself (and making a crappy job of it) but I wasn't exactly happy with it. After a lot of messing around I finally figured out how to fix this the proper way, so I felt like making a tutorial.

For this, we're going to use our very lovely Kioko in a Homam Corazza, mainly because it uses a heck of a lot of transparency effects that don't turn out right.

Image

So here we have Kio in the Model Viewer, by now if you do this stuff you know that to export it and get it into 3D Studio Max we use the Set to MQO button. Depending on your plugin and 3D Studio version you may or may not need to import it into Metasoquia and then re-export it for 3D Studio. Personally I don't have to do that so we can jump right to importing.

So we import her in, position the object and camera how we want it, and Render. Unfortunately, once we render the image, it comes out like this...

Image

What happened? Well the textures used in those areas all use transparency, we should be able to see through them. However the Model Viewer exports it's textures as bitmaps, which do not support an Alpha channel. So we end up with badly textured flat blocks where we should have smooth see-through textures.

Before we can start to correct the problem, we need to obtain the real 32-bit texture (RGBA8888) for what we want to fix. What most people don't realise is that the Model Viewer is actually capable of providing it for us, just not automatically.

Go back to the Model Viewer, and instead of pressing Set to MQO, press DAT to MQO. On the menu that pops up, select the piece we're looking to fix, such as the Body. Yes, this will only allow us to export a single element of the model, which is generally pretty useless, but do it anyway.

Image

Image

Observe, we have some extra files that we don't usually get. Most importantly, there is a Body0.dds file among them. DDS is the DirectX texture format, and is 32-bit, which means it's got an Alpha channel. Perfect.

Well almost, unfortunately, we can't just replace the original Bitmap with it and expect it to work. Normally transparency is done (and expected to be done) with a separate Mask and we don't have one. But we can skip the step of creating one by messing around with 3D Studio Max a little and making it use our DDS file as a Mask anyway.

Open the Material Editor (Press M) and click an empty box, then the Pick Material from Object tool, which looks like an Eyedropper. Then go over to the scene and click on the piece you're working with, in this case, the Body.

Image

With the Material now active in the Material Editor, scroll down a little until you reach the Maps fold-out, click it to open it if it's not already. In here, you will find an unused map space called Opacity, turn it on, then click the empty box beside it. In the new window that appears, select Bitmap.

Image

The Open File window will appear, browse to your Body0.dds file, or whatever you ended up calling it, and load it. The "DDS Image File" filter is right at the bottom of the "Files of Type" box.

The new map should open automatically within the Material Editor. In the Bitmap Parameters fold-out (click it if it's not open) you will find two settings we need to set. One is Mono Channel Output, which we must set to Alpha. The other is Alpha Source, which we must set to Image Alpha if it isn't already.

Image

And that's it. If you re-render the image you'll notice all the crap is gone and the image is now see-through where it should be. At least on the body piece we fixed. You'll need to go through and do it again for the other pieces that need fixing unfortunately.

However, you will find that you can re-use DDS files for other characters using the same textures. Race/Model doesn't matter -- If someone else is wearing a Homam Corazza, you can use the same DDS file to fix it. You can speed things up by renaming your DDS files you might use a lot to something better so you don't need to keep re-exporting, like HomamCorazza.dds or something, but that's up to you.

Despite how difficult it might look, you'll find you can get a whole character done in just 3-4 minutes once you know what you're doing.

Do it all properly, and you'll end up with this:

Image


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 Post subject:
PostPosted: Tue Feb 14, 2006 8:30 pm 
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I've always wanted to look into 3DS Max, could anyone tell me where to start looking for one? And good job on the tutorial Ket, I'm sure it will come in handy for a lot of people with the same problem (which is probably a lot). I hope I can start doing some renderings myself soon.


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 Post subject:
PostPosted: Wed Feb 15, 2006 12:50 am 
Father of Evil Twin Tarus & 1 Mastermind
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awesome tutorial, Now there something I learn from someone that can teach. Thanks Ket.

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PostPosted: Wed Feb 15, 2006 9:33 am 
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After checking this out, it makes me want to get to making my own stuff too!

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 Post subject:
PostPosted: Wed Feb 15, 2006 12:26 pm 
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good job ket, I was wondering how to fix those things :D


Dmitry wrote:
I've always wanted to look into 3DS Max, could anyone tell me where to start looking for one? And good job on the tutorial Ket, I'm sure it will come in handy for a lot of people with the same problem (which is probably a lot). I hope I can start doing some renderings myself soon.

it's not that easy making renderings, and you can spend days looking for a working 3dsmax copy to download OR you cand spend the $1500 or so to buy a real working version

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 Post subject:
PostPosted: Wed Feb 15, 2006 12:46 pm 
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Or you download the easily-obtainable demo and take 10 minutes to find a keygen for it. :P

But I didn't say that.


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 Post subject:
PostPosted: Thu Feb 16, 2006 10:37 pm 
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Just gonna post this here cuz I think it's cool and I can't be arsed to make a new thread atm, lol.

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Took like 5 hours to render, but then for some reason the Chocobo didn't cast a Shadow, oh well.


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 Post subject:
PostPosted: Fri Feb 17, 2006 11:31 am 
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Very nice.


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 Post subject:
PostPosted: Mon Feb 20, 2006 11:17 am 
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Question, on the last choco one, the feathers arent completely transparent(well in your pic they are but when initially imported into 3ds its not) i think this is covered in inital topic... so i will try when i get home, nice BG rendering btw, what was it?? Bryce?

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 Post subject:
PostPosted: Wed Mar 01, 2006 12:40 pm 
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ket, I was lookin at your different renders in the gallery. I really like the one of Nidhogg and Kioko, lol

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 Post subject:
PostPosted: Mon Apr 10, 2006 6:55 pm 
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This section doesn't get any love or attention. Here's a quick one I did earlier.

Image

No I didn't make the background. :P But I did have to photoshop it a bunch to get the colours and stuff right, since it wasn't actually a sunset shot before.

The lighting on Kio alone took a few hours to make it look right.


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 Post subject:
PostPosted: Mon Apr 10, 2006 7:00 pm 
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She needs to be blured a little.

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 Post subject:
PostPosted: Mon Apr 10, 2006 7:03 pm 
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Yeah I did apply a blur filter to the render; originally she was like super-sharp and stood out really bad on that background lol.

The render is actually a lot bigger than that though, but I sized it down with photoshop for posting on the web, and it's cleaned up the blurring in the process I think. I might re-render a small one for the heck of it.


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 Post subject:
PostPosted: Mon Apr 10, 2006 7:05 pm 
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wow that sunset shot is really nice.

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 Post subject:
PostPosted: Mon Apr 10, 2006 7:37 pm 
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it makes me want to get into it again and finnish my taru alliance scene i never finnished...


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 Post subject:
PostPosted: Tue Apr 11, 2006 2:25 am 
Father of Evil Twin Tarus & 1 Mastermind
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Parade wrote:
it makes me want to get into it again and finnish my taru alliance scene i never finnished...


Well then get it done so we can check it out. =D>

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 Post subject:
PostPosted: Wed Apr 19, 2006 5:32 am 
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where can i get this program? i been looking for it forawhile i was at work and asked about it and i got blank faces ._.

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 Post subject:
PostPosted: Wed Apr 19, 2006 5:35 am 
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Mikola wrote:
good job ket, I was wondering how to fix those things :D


Dmitry wrote:
I've always wanted to look into 3DS Max, could anyone tell me where to start looking for one? And good job on the tutorial Ket, I'm sure it will come in handy for a lot of people with the same problem (which is probably a lot). I hope I can start doing some renderings myself soon.

it's not that easy making renderings, and you can spend days looking for a working 3dsmax copy to download OR you cand spend the $1500 or so to buy a real working version


or you can play it smooth and goe on limewire or somthing an *pirate it* lol

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