I am having a strange problem, Blender 2.5, OSX 10.6.2. What I am trying to do is, I have a model, and I am using texture paint and painting stuff on different images, kind of like using Layers in Photoshop, but Blender does not yet have the ability to work on different images layers like Photoshop. Feature request please! Anyways, so I am using separate images, I’ve got one that’s a base color, one that is paint peels, scratches, stains, and so on. Each one is on its own layer using the same UVMap. Once I am finished, I will bring all the images together as one file as well as use them to generate spec maps and stuff.
Before I flatten all the images to one, I have them added to a material with a bunch of image textures added. Each image has a transparent part as it is meant to be an overlay. Heres the problem the parts of the image that are not fully opaque or fully transparent render what should be transparent and the color underneath as white. For example, if some part of my image was only 50% opaque, and say in front of something that is green, you would expect it to show green in the transparent part, however, unless it’s 0% opaque, it will show white!? I’ve tried this in multiple versions of 2.5, and can’t get it working. Any ideas please?
I also have a few more questions.
How do I create an image that is fully transparent to start?
How do I get Blender to save the alpha channel. When I use add alpha, and erase alpha in texture paint, it will not save these changes to a file. I tried using PNG btw, maybe I need to use a different format to save Blender’s alpha?
Is there anyway to preview multiple textures on an object at once without having to render?
Also, in texture paint mode, when using polygon masking by pressing “M”, is there any way to get blender to highlight the unselected and not highlight what is selected, as that highlight makes it confusing to paint?
Thanks in advance!