Issue 4118
Remeshing a character should NOT remove the Opacity map
In the pictures below, you can see that the most obvious difference between the original character and the remeshed character is the hair. It looks very different. That is because the remeshed character has no Opacity map for the hair.
When you do the remesh, the Opacity map needs to be carried forward. It can use the same re-mapping algorithm as the Diffuse (Base Color) and Normal maps. Anything without Opacity data should default to "Opaque" and be filled in as white (visible) in the opacity map. If there are no Opacity maps at all, then it is okay to leave that channel empty.
The Opacity map should apply at least to LOD 0 (the starting point), LOD 1 and LOD 2. At least that far. Sometimes people use Opacity to hide large areas, short sleeves versus long sleeves, or even to simulate amputated hands, and those situations would be extremely obvious in LOD 1 and LOD 2. If there are performance concerns for the lower levels, perhaps for LOD 3-5 it could be an option to retain or discard the Opacity channel.
This should apply to all items being remeshed: body, hair, clothing, accessories, whatever.
<<< Pictures >>>
1 - Original
2 - Remeshed... not only do the hair strands now look completely different, but notice the dark band across the top of the forehead
3 - LOD_0 and LOD_1 side-by-side... the change to the hair makes it look like two different women
4 - Showing the Opacity channel is completely missing, but other channels got remapped
Attachment:
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Character Remeshing and Opacity 1.jpg
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Character Remeshing and Opacity 2.jpg
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Character Remeshing and Opacity 3.jpg
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Character Remeshing and Opacity 4.jpg
Submitted byjustaviking
Sep 18, 2018