Creating transparency mask?


according adobe fuse clothing import guide, says can make transparency masks. use in such way make ripped clothing?

 

basically reason asking because want take existing clothing fuse creating model shirt. export model 3ds max , delete shirt. start making rips on clothing editing geometry. after place shirt onto male fit content creator package.

 

by editing geometry, takes time , can inaccurate.

 

after reading transparency masks, questioned myself: "could make ripped clothing masking out ripped sections"

 

also, if did same process above (2nd paragraph), how export normal maps? because there no high poly mesh reference make normal map shirt. ok if use normal map came after exporting obj file? (i got worried doing because when export color mask , other maps, ripped out geometry show once final export after geometry edit. if used normal map when exported base obj file - no edits on shirt - tears not in normal map. thought there might conflict)

 

let me know if need explain process more clearly, sounded mouthful.

yes, should work.  recommend making male fit character in fuse, putting item want edit on him, , saving out.  delete body meshes have clothing asset.

 

most of things ship fuse include majority of source maps.  you'll need dig around find fuse installation folder locate them.  here's example top_malefita_henley shirt.  can see there's map included called "mask".  if wanted add transparency shirt can edit mask alpha channel.  on alpha channel here show transparency (tears) in fuse.

 

in regards using exported normal map fuse, cautious because it's 'final' baked normal map includes substance details add on.  if you're going use set of channels in texture tab flat color doesn't bake out normal information , 'original' normal map unedited.   if normal map available in folder source assets, i'd use instead.  if color mask isn't available you'd have create 1 scratch painting different color regions, might bit more complex.



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