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Chapter 9. Texture Painting > Working with an Alpha Map

Working with an Alpha Map

In this section we will add transparent areas to the geometry by using an alpha map. An alpha map is basically a grayscale image. This image tells Maya (or your game engine) which parts of the texture page are transparent and which are opaque. In Maya, areas that are pure white (values 255,255,255 in all red, green, and blue channels) will render opaque; black (0,0,0) will render transparent; and any values in between will be translucent to varying degrees. (Some game engines invert these values, so it’s important to check with your manager to verify the final opacity values.)

There are five regions in our two characters on which we can use an alpha map. For Kila, we can implement alpha maps into her hair, eyes, and eyelashes. Grae only needs alpha maps on his eyes and wings.


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