There is a bunch of good examples here.Ī lot of hairpieces you see in videogames only use alpha blending at the very tip of hair strands and tufts, and use masking or no alpha at all for the rest of the haircut, but they also typically build haircuts as carefully textured volume+strands+tufts rather than just a "pile" of strands, and that is a skill that can take time to learn. Never did I say that you can't layer them, but if you solely rely on that to create the illusion of hair volume it will absolutely break, do remember that SL like every game, is realtime 3D, and a lot of the time it means we have to create the illusion of something, rather than making the thing because it's simply not computationally reasonable ( modeling and texturing the appearance of fur vs actually simulating individual fur hair ) You mean " avoid layering alpha blended surfaces as much as you can "?
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