By your questions, you seem to be a little confused about the concept of how channels differ from layers, and how layer transparency differs from overall image transparency. Let me see if I can clear things up a little for you.
From: Peggy Paperdoll
Why can you not place an alpha channel before you begin making or modifying any texture?
You can. Channels can be made at any time. They're just grayscale data maps. You can do whatever you want with them at any time during the image creation process. It's just typically more sensible to make your transparency channel as a last step since it's usually a bit difficult to know where your transparent areas and opaque areas need to be before you've put everything else in.
Judging by your next question though, the question I just answered wasn't really what you were trying to ask.
From: Peggy Paperdoll
Open as layer (a transparent layer) first after you open your UV template of choice and place all your other layers on top of that layer?
The presence of one more transparent layer won't affect how the image turns out in any way. All it will do is increase the PSD file size a little. That's it.
As I was getting at in the beginning, layer transparency has nothing to do with TGA image transparency. TGA files are inherently layerless, so there's no way that any layer property, whether it be transparency or anything else, can have any affect on them.
Also, there's no way to place a channel "under" anything. Channels do not stack the way layers do. Again, they are nothing more than data maps, and as such they ALWAYS affect the image as a whole.
From: Peggy Paperdoll
I use the GIMP 2.2 and I'm such a novice at this texturing stuff it's really almost sickening. I read everywhere in these forums about photoshop's halo........and ways to eliminate it. It might be that it's just something that happens with PS but I've never had that effect in anything I do in GIMP. When I cut something from my layer I cut to the transparent layer under it...........sharp, crisp edges every time.
I would encourage you not to snicker. The fact that the halo exists is because Photoshop is doing its job. It's anti-aliasing pixels, just like it's supposed to, perfectly normal behavior. If it weren't doing that, something would be very wrong. Taking the extra split second to eliminate the halo (or more accurately make it look the way you want it to look since it's always going to be there) is not only painless, but it's a very important thing to be able to do. If GIMP doesn't let you do it, consider it a weakness of GIMP.
I know that may sound really strange, and probably all kinds of wrong to you, given that you're probably only looking at this from the viewpoint of Second Life texturing, but trust me, that anti-aliasing behavior is extremely important to have under user control.
One reason my transparency guide still doesn't have a GIMP tutorial, by the way, is that I have yet to figure out how to achieve that level of control in GIMP. It seems to always want to try to automate the process by copying layer transparency data straight to the alpha channel, and while on the surface that may seem like it makes things easier, it severely handicaps you in many ways. I'd be really surprised if GIMP were incapable of doing it "the right way", but so far I haven't figured out how to get it to do it.
From: Peggy Paperdoll
I want to ask if that can be done in Photoshop too..............placing an alpha (clear) channel down under everything (but over your template). I'm also sort of afraid to ask too.........if it were that easy surely someone would have figured it out already. So my assumption is that it won't work with PS............but that brings up a second question: Why not?
Don't be afraid to ask. Your assumption is correct in that your described technique won't work, and the reason it won't work is important.
First, as I said before, TGA files have no understanding of what layers are. If you're a TGA, all you know is two dimensions, not three. You can't possibly fathom how transparency could come from a layer since in your world there's no such thing as a layer. All you know about as a TGA is channels. You've got three for color, and if you're one of those extra cool TGA's who gets to sit in the back of the bus with all your cool TGA buddies, you get to have a fourth channel for transparency, woohoo (but don't sit too close together, or you'll have sorting problems). When you're a TGA, there's no such thing as layers in your universe. You've never heard of them, and you don't care if you ever do.
Second, again, you can't put a channel "under" anything. Channels describe the actual pixels that constitute an image. They do not have height in any stack, certainly not in the layer stack.
For a metaphor that might help explain the difference between layers and channels, did you ever see the movie "The Craft"? Remember what one of the girls said about the spirt, Manon? "If God and the Devil were playing football, Manon would be the stadium and the sun shining down on them." Well, if all the layers in an image were playing football, the channels would be the stadium and the sun shining down on them. Layers describe the items in an image; channels describe the properties of the image itself.
I hope all this has helped you understand a little better.
