   Hair of the low polygon characters
  please see this page...http://www.illusion.co.jp/IndexFS.htmlthe hair of the low polygon character is very good , I know it can be done in the 3Dmax , but it want to point a colour for transparence color , can you please tell me what is the colour that will become transparence in PR ?or I make something wrong ?thanks  
  Use a 32 bit TGA file for the hair with an alpha channel.  Set the texture format to ARGB_4444 in PRO Edit, and a rendering method that uses alpha from the texture (ie XGOURAUD_TEXTURED) and you''ll have nice looking hair, just like in those images.I''ve put up an example of this in the UserUploads\Models\GirlHead.;  Wow Chris! Did you model that head?! Its very well done! -Rich  ;  I wish ;  nice looking effect!however , I have a question , I know there are many ways to do that kind of hair in 3Dmax , but when I use my method , it can''t export to the PRO , I choose XGOURAUD_TEXTURED and the texture gone , nothing shown up , and , form what you said , "Use a 32 bit TGA file for the hair with an alpha channel"can you tell me how to do it ?with photoshop ?and it must be in TGA format?because the texture will become huge when using the TGA (because the whole model should use the same format...)I am very sorry to make you troubleskaholee;  Use DDS texture format, its much easer. You can load up a 24bit bitmap and then just apply a 8 bit grayscale bitmap to it as the alpha channel and PR will automatically use it if you set the texture format to use the alpha channel. In my opinion it is much easier than TGAs in photoshop because:1. you don''t need to know how to use photoshop 2. you can edit the alpha channel as a seperate bitmap and add and remove it real easy using the DX texture tool.  -Rich  ;  >I know there are many ways to do that kind of hair >in 3Dmax , but when I use my method , it can''t export >to the PRO , I choose XGOURAUD_TEXTURED and the texture Set the diffuse color of the material to white, and also you need to change the texture format.  Open the texture dialog in pro edit and change the format to one with at least 4 bits of alpha.>can you tell me how to do it ?with photoshop ?>and it must be in TGA format?>because the texture will become huge when using the >TGA (because the whole model should use the same >format...)I don''t use photoshop so I can''t help you there.  However you can use compressed TGA''s now to shrink the size down.  You can use DDS as suggested but I prefer TGA because you can load that directly in your paint program and make changes without having to convert back and forth.  TGA and DDS are the only formats supported by PR that have the alpha channel.;  Thanks , I got it worked , but I want to ask the last question on this topic , I use the DDS texture format , and my model is in a multi-sub object textured , can I just use the DDS for the hair , and the JPG for the other parts ?I know it is shown up well in the PRO edit , and I can save as a pro object , but is there any problem in the future?and I change the texture in the pro edit (becuase I cannot apply a DDS to a model in 3DMAX2.5 , can I apply it in the MAX3 ?)Do I need a dummy texture (e.g. a same graphic in jpg)in 3DMAX to let me change the fitness for the model , and change into the DDS texture in the PRO edit ?is the fitness(e.g I scale it up a little) being kept?THANKS!!!  ;  1. You can have multiple image types in an object without worry.2. For DDS textures, use a dummy jpg of the same name and replace it in PRO edit, that is the best way. -Rich  