Hi, I used gmax to create a low-ish poly model that I plan to use in a game.
Now, certain items such as hair or thin articles of clothing that don't stick to the body (like a collar or flap or something) are not really 3d in some games... it is clear that the modeled surface is 2D and textured. While in gmax, i know there is an option in the viewport config dialog that forces 2-sidedness; otherwise, if you turn the camera around so that you're looking behind a face, it won't show.
With that in mind, I wondered how, when playing a game, things like hair or flaps of clothing show no matter where the camera goes, and moreover, both sides are textured.
how do they do this? Just because I disregard normals (force 2-sidedness) in gmax, that does not mean that will carry over when I use the model in my game, right? Even if there was a way to force 2-sidedness in my game, would that solve the problem and/or would it be a good idea (does it take up more computing?)?
P.S. If the following question is easier to answer, then it should suffice as well: how would one go about modelling decent, low-poly, long hair (that shows on both sides)?