Part of the hair texture is showing from the other side of the head when viewing the model from the opposite side.
Here's a picture:
[IMG]http://i.imgur.com/4x7FW65.png[/IMG]
VMT:
[CODE]"VertexlitGeneric"
{
"$basetexture" "models/player/hair"
"$translucent" 1
}[/CODE]
I just need to know whats causing it.
Transluscent is causing it. You can use alphatest, but it'll look like crap.
Any other alternatives then?
Make the hair a separate SMD using $translucent, then duplicate it, invert the normals, and give it a new material that uses $alphatest.
Alternatively, you could keep the model the way it is and simply replace the $translucent in your VMT with
[CODE]$alphatest 1
$allowalphatocoverage 1[/CODE]
That second line will cancel out the crappiness.
Also, I highly recommend you add some Phong. Does the texture have a normal and specular map?
No, the texture does not. I was simply testing the model when I came across the problem.
The alternate method works pretty well for now, thanks. I'm guessing the first method gives slightly better results?
Flat and/or toon/stylized models can be given flat normal maps with a solid color of 128,128,255. Certain shaders such as phong require a normal map to be used in order to work, but it can be a fudged texture.
Not only that, you can achieve some neat effects by just dinking around with phong.
[t]http://cloud-4.steampowered.com/ugc/47604102259931672/C4BE67B3DF8F2BDC7CCD12F427B01BAD5D3988DF/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/47604102239316735/12B86243A78D902C15EE192350E6DCEF37E82A12/[/t]
Last one's an old image with the top one being newer, but you get the idea.
Sorry, you need to Log In to post a reply to this thread.