How should I approach making this type of hair? And to get it to display in the realtime view port without making the entire model transparent.
I’d like to have a decent real-time hair like his, and have it transferable to Marmoset ToolBag’s render engine.
Is it even possible to store an alpha map on a alpha layer that would cause this effect only on the hair part of a texture sheet? This would be easy and a non issue if I just used 2 materials in blender and that was it. However that limits the game character to blender’s engine only.