Tutorial on how to use alpha channels in photoshop
#1
Posted 12 July 2005 - 05:53 PM
This tutorial is for those who want to get alpha channels in their skins wich can make parts of the skin transparant. This is used by EA in many buildings, trees and the top of banners but also in the hero icons on the bottem of the screen so you don’t get simple squires.
For this tutorial I’ll use a simple texture of a leaf on a black background, on this leaf I want the get the background to be invissible.
1: open the image you want to include an alpha chanel in with fotoshop
2: go to the tab “channels” in your layer window
3:If there is not an alpha channel already present you have to make one to press on the button “create new channel”
4: Ok, now there is an alpha channel present, if you just created it then it will be completely black. The most important thing that you need to know is that white = vissible, black = invissible and between that it is the level of transparency. (closer to white is less transparant closer to black more transparant).
5: Now what you have to do is to make sure that the parts that you want to show up are white and the parts that you don’t want to show up are black (and the parts that you want transparant are on the right greyscale). I did this by first going back to the layer and then selected the parts that I wanted to show up (using the magic wandtool to get the black part that I wanted to become invissible and then using the right button on the selection and choose the option inverse selection) and then paint my selection white (simply with the paint tool).
6) Now all you have to do is save it in the right dds format, I always use “DXT3 ARGB (explicit alpha)”, but there might be more formats that work.
#2
Posted 12 July 2005 - 08:33 PM
Save the environment, use green text
Some Bullshit Somewhere
#3
Posted 13 July 2005 - 03:20 PM
#4
Posted 01 October 2005 - 09:40 PM
#5
Posted 18 January 2006 - 09:26 PM
Are mip maps needed? I did it in DDS using Paint Shop Pro, got mip maps and alpha shading and that lot. But then in the adding custom images tutorial on the main site, it says the co-ordinates just for tga stuff. So, I changed the DDS image back into tga, but it kept the mip maps. Should it keep them? Do I need them? Do they work in tga?
#7
Posted 22 January 2006 - 08:25 PM
#8
Posted 23 January 2006 - 11:49 PM
Save the environment, use green text
Some Bullshit Somewhere
#9
Posted 19 February 2006 - 07:59 PM
Edited by |MeMw|Elessar, 19 February 2006 - 08:05 PM.
#10
Posted 19 February 2006 - 08:04 PM
1) We can be like, "Yeah, I remember that."
2) It shows that new commers are using the search button instead of posting new topics (Which, BTW, when they do that, really pisses us off.)
#11
Posted 03 August 2006 - 11:47 PM
#12 Guest_Guest_*
Posted 10 November 2006 - 10:22 PM
Edited by 2playgames, 11 November 2006 - 04:23 PM.
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