Potential workflows for adding emissive voxels post-export?


#1

I know this is a dumb question, but I’d really like to find a relatively simple way to add an alpha channel to my textures after exporting from Qubicle. Is it as simple as opening the material.png in Photoshop and adding another channel, masking the pixels (which I guess I’d find by color) that I want, and then go? I’m wondering if anyone has done this or, better still, has a tutorial.

OR, if anyone’s got a better way, I’d love to hear it! I’m importing my models into Unity as DAE files right now, using a texture as opposed to Vertex colors.

I’m using a lot of models with emissive bits and right now my options are either two meshes (or more) per object, which gets messy, or using PicaVoxel to import and then “paint” on the emissive bits, which is kind of a heavy workflow and includes a pretty hefty asset in my project.

Thoughts?

Thanks in advance!


#2

I’d totally love to see what people say about this too!