Ok, my blend file is here if it helps: http://www.magotek-industries.com/Files/armor.blend
Basically, I’m creatng an armor, which uses material nodes to layer decals on top of a base metal material. It was mostly working fine, until I tried to add more than one decal. Putting two alpha textures in a decal material doesn’t seem to work right.
in the .blend, look at the material called “Breastplate - detail”
It has a texture layer called “breastplate” which is the main design on the front. That works fine. What I’m trrying to do now, is add a second texture layer, called “upper stripe” which is intended to be a horizontal stripe across the top of the baked texture.
My problem though, is that the “upper stripe” layer simply doesn’t show in the render. It’s not showing in the material preview either. I suspect thealpha from the other decal texture is blanking it out somehow.
My first thought then, was to enable the alpha option in the Map To panel, for that texture layer. But that just makes the entire material fully transparent… I’m a bit lost now, and not sure how to make it work. Worth noting though, is that each of the alpha textures is done differently.
The main design I drew in photoshop. It’s a 32-bit .tga with an alpha channel. The stripe, is jsut a solid block of color, using the “Clip” option in the textures panel, and stretched to fit across the desired area. It’s in .png format if that’s relevant.
Is there any way to make my textures work properly together as I want? Do I have to modify the images themselves? or put them on different materials perhaps? Having them on a single material would be ideal, but not necessary, I suppose.