Graphics Reference
In-Depth Information
So, what this did was use our transparency information to basically key out
everything with a certain threshold of transparency. Unfortunately, it's either there
or not. There are no degrees of transparency with these maps. So, we have to cheat
(as we're about to do on the next step).
First, we need a fresh copy of our model. Import another lamp. Do not simply
duplicate the model . Duplicating the model links all the textures together; we need
a fresh set of textures. You could right-click on the texture to copy and replace.
However, let's keep it simple and just use a fresh model. See where we're going?
Foremost, let's fix our normal now. With our new lamp selected, turn off any surfaces
that are not part of our lampshade's shell by clicking on the blue box on the right of
the surface (so that it's not blue anymore). Also, inside the Model Surface & Mapping
section in our Edit window, check Invert Normal (as seen in the following screenshot):
 
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