I created a model using 3ds max and some of the polygons in SC2 are transparent.
The materials are all opaque and in 3ds max these polygons look fine.
I got no alpha on the textures (diffusive, specular, emissive maps).
EDIT: I've included a picture. The left side is a screenshot from sc2 and the right is the model rendered in 3ds max using about the same angle. The transparent areas can be seen when the picture is enlarged (I've marked one of them).
They are not fully transparent, It's more like the shadows from the inner part of the object are cast on the outside.
EDIT 2: That last thought got me thinkin so I set the No Shadows Cast flag on the model's material in 3ds max and now the polygons doesn't seem transparent anymore, but they still got different tint than the other.
Well I tried flipping the normals countless times each time checking what happens in SC2 (not just the previewer but in game) and no luck, the model still has some of it's textures screwed up.
It is actually an object, not the whole model.
EDIT: The two prism like are the 'doors' of the 'safe'. When I was making the model I created the first door and then cloned it and rotated it so I don't have to create the other one from scratch.
It is the cloned model that appears transparent.
Is it possible that the cloning screws up my model?
EDIT 2: The problem appears to be caused by the cloning of the object as I explained in EDIT. I deleted the cloned object and recreated it from scratch and now the model is fine in SC2.
I'm not sure that this solves the problem, so I'll leave it as unsolved.
I created a model using 3ds max and some of the polygons in SC2 are transparent. The materials are all opaque and in 3ds max these polygons look fine. I got no alpha on the textures (diffusive, specular, emissive maps).
What could cause this and how can I fix it?
It might be due to inverted faces. Render it in max to see if its transparent in max renderer also.
@tigerija: Go
It is not. All the faces are ok in 3ds max...
EDIT: I've included a picture. The left side is a screenshot from sc2 and the right is the model rendered in 3ds max using about the same angle. The transparent areas can be seen when the picture is enlarged (I've marked one of them).
They are not fully transparent, It's more like the shadows from the inner part of the object are cast on the outside.
EDIT 2: That last thought got me thinkin so I set the No Shadows Cast flag on the model's material in 3ds max and now the polygons doesn't seem transparent anymore, but they still got different tint than the other.
Did you ever get this issue addressed? My first though on it is that something is wrong with the model's surface normals.
Convert it to a editable polygon and try a "weld" on it.
It would also be helpful to see a wireframe of the object. It appears you have extra geometry for such a simple object.
@Damytria: Go
Well I tried flipping the normals countless times each time checking what happens in SC2 (not just the previewer but in game) and no luck, the model still has some of it's textures screwed up. It is actually an object, not the whole model.
@crazyfingers619: Go
I attached the wireframe
EDIT: The two prism like are the 'doors' of the 'safe'. When I was making the model I created the first door and then cloned it and rotated it so I don't have to create the other one from scratch. It is the cloned model that appears transparent. Is it possible that the cloning screws up my model?
EDIT 2: The problem appears to be caused by the cloning of the object as I explained in EDIT. I deleted the cloned object and recreated it from scratch and now the model is fine in SC2. I'm not sure that this solves the problem, so I'll leave it as unsolved.