Gary3 Posted February 17, 2012 Share Posted February 17, 2012 (edited) Hello, I deleted the posts, because the reason of the problem was not that which I had initially posted and it would lead other users to wrong conclusions. So here is the real problem this is all about.Exporting the horse mesh from 3D Studio Max and opening it in NifSkope/Skyrim gives this result (wrong hard ends at the meshes of the horse tail):http://img688.imageshack.us/img688/8637/tailck.jpg Have a look at theese two pictures: http://img853.imageshack.us/img853/9477/tr2k.jpg http://img41.imageshack.us/img41/6568/tr1bc.jpg The UV's of horse tail's meshes (about five) are overlapping each other, which is correct, because it guarantees that the color gradient from the top of the tail to it's bottom is smooth (1st picture). As you can see in the second picture, each segment of the original horse tail is only transparent at its end. This cannot be from the alpha transparency map of the texture, because then the mesh underneath the end of the next segment would be transparent at this position, too! (and not just on ITS end) How is this done? Best regards,Gary Edited February 18, 2012 by Gary3 Link to comment Share on other sites More sharing options...
buddah Posted February 17, 2012 Share Posted February 17, 2012 Link is no good. Link to comment Share on other sites More sharing options...
Gary3 Posted February 17, 2012 Author Share Posted February 17, 2012 (edited) . Edited February 18, 2012 by Gary3 Link to comment Share on other sites More sharing options...
Gary3 Posted February 17, 2012 Author Share Posted February 17, 2012 (edited) . Edited February 18, 2012 by Gary3 Link to comment Share on other sites More sharing options...
Gary3 Posted February 18, 2012 Author Share Posted February 18, 2012 Updated the first post because of new information. Link to comment Share on other sites More sharing options...
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