(10-06-2016, 08:51 AM)fridge225 Wrote: [ -> ] (10-04-2016, 04:21 PM)Deep Weeb Wrote: [ -> ]I have a problem when I use models that have separated textures for the eyes (one for the "eyes" and two for the iris) and I got problems like this or like this. How do I fix them?
Fairly simple to do, but needs a bit of fiddling in Blender.
First select the Pokemon and go into edit mode. Select the Iris part of the mesh and shrink it (Alt + S) so that the iris is behind the eyes or inside the head. Hold shift as you do it to make sure that it is only a very small amount behind it.
Then click the Pokemon and go to the Material settings and select the eyes material, then click the image settings. Add a new image and open the Eye N Alpha image, which is a picture of the inner part of the eyes. Scroll down to the bottom of the settings and find a category called Influence that has lots of bars in it.
Uncheck Diffuse and then Check Alpha. Then near the bottom of that click Negative and RBG to intensity.
This just means Blender will use this image to make only the inner part of the eyes transparent.
Make sure you set the eye material to have Transparency in the Material settings.
It won't look perfect in 3D view, but it will look fine on renders.
Another way is to edit the eye texture in an image editing program and remove the inner part of the eye yourself. Makes it so you only need 1 image instead of two. Just make sure the iris are inside the head and aren't transparent.
Once this is done the iris should have no transparency and be behind the eye making it look correct. To move the iris go into edit mode and just move the UV of the iris.
Should be like this.
I've done this with many Pokemon in Blender.
For some reason after trying this a few times I'm still stuck on how to get the results I want.
The process I have been following is: (specifically for machop, and in excruciating detail)
1: Open up blender, delete the extra stuff.
2: go to file --> import --> collada (default) .dae
3: open Machop_ColladaMAX.DAE
4: open up properties (N) and change "shading" to "GLSL"
5: Add a sun lamp
6: Select Machop in object mode, press tab to switch into edit mode.
7: Select the eye portions with L.
8: Alt + S to shrink it, just barely behind the eye.
9: Tab out of edit mode back into object mode. Select Machop.
10: In the material settings, select "Material_76", which as I understand is the sets of eyes.
11: Right next to material settings, go into image settings.
12: Click the slot right below "texture". Press "New" to create a new image texture.
13: Scroll down to the "image" section with the new texture selected. Press "Open".
14: Navigate to "pm0066_00_EyeNor_Alpha.png", select it, click "open Image". At this point Machop looks like Batman.
15: Scroll down to "Influence", uncheck "color", check "alpha"
16: check "negative" and check "rgb to intensity".
17: Go back to the material settings, with "Material_76" selected, go to "transparency", and set alpha to 0.
After doing all of those things, the model currently looks like this:
Where exactly did I go wrong? The whites behind the eyes have been missing for every one of my attempts at this, and I don't think I've been doing anything really differently.
Any help/advice would be much appreciated!
EDIT: Alright! I figured out my problem. I just needed to add the Eye nor alpha texture to the iris material *as well* as to the eye texture.
Seems obvious in retrospect, but hey, it works now! Thanks!