Good morning, everyone. I am having an issue I am hoping someone can assist me on.
I have spent a while getting a perfect model for a game I play and mod. She looks PERFECT in Daz Studio as seen here:
However when I export it, I have tried exporting both as a .dae with default settings, an .obj with default settings, an .obj with the premade Blender settings and these will not work. The result is this:
Note that she now looks solid and block-like. I am doing the correct procedure of making sure shadows are set to GLSL (this is a must for proper shadowing) and the main setting to Blender Render.
From what I understand the hair strands should be taken from Alpha channels that enable transparencies. Does Blender not use these?
Any ideas what i am missing?
So I found an article, though it was dated way back in 2012, that led me to do the following:
- Enable transparency (Z-transparency) on your material.
- On the material’s texture, under image, enable premultiply
- Under influence, enable alpha and set it to -1.0, set Dvar to 0.
I feel like it got me closer, but the hair still doesn;t look right. It looks inverted, but the alpha channel I am using is properly set as the game needs (white = solid to black = transparent).
Am I on the right track here? Does Blender read alphas backwards or something?