Ad placeholder

Modding:Creating Outfit Textures: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 2: Line 2:


== Software ==
== Software ==
This tutorial requires GIMP and Blender, although you can use any program that can combine channels or save as DDS, such as Photoshop.
What looks good on a flat surface might not look good on a model. You ideally need some software that enables you to paint directly onto the model. Programs such as Blender’s texture paint mode, Armorpaint or Quixel Mixer or of course Substance Painter are worth looking into.
What looks good on a flat surface might not look good on a model. You ideally need some software that enables you to paint directly onto the model. Programs such as Blender’s texture paint mode, Armorpaint or Quixel Mixer or of course Substance Painter are worth looking into.


Line 13: Line 16:


== Normal Map ==
== Normal Map ==
This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does. The most important texture.
The blue transparent map. This makes the shading engine of the game bounce light off the item in a way that makes the object look like it has more depth than it does. The most important texture.


There are 2 types of normal map generally used. One, OpenGL, will look right side out. The other, DirectX, will look inside out (with things such as buttons going in).
There are 2 types of normal map generally used. One, OpenGL, will look right side out. The other, DirectX, will look inside out (with things such as buttons going in).
Line 30: Line 33:


== Physical Map ==
== Physical Map ==
The physical map is 3 maps in one, combined into one image.
The physical map is 3 maps in one, combined into one image. Easy to spot, it will be pink, green and blue, or some combination of those colours.


=== Red channel:  Metalness. Decides if an object uses the metallic shader or not. ===
=== Red channel:  Metalness. Decides if an object uses the metallic shader or not. ===
Line 54: Line 57:
==== Make MSK files with Blender ====
==== Make MSK files with Blender ====
You can make a MSK file with Blender by assigning each mesh the correct colour via Materials and exporting this as a texture.
You can make a MSK file with Blender by assigning each mesh the correct colour via Materials and exporting this as a texture.
[[File:GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.]]
== How to open a texture and extract its files ==
First, extract textures from files with multitool.
Open these files in GIMP. Uncheck load mipmaps as you don’t need them clogging up the work area, and you are going to create new ones when you re-save it.
==== Reminder about exported textures ====
Textures do not export from virtual textures with mipmaps attached, which causes a static effect. Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones.
[[File:GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose]]
=== Physical Map ===
Open the physicalmap first. Go to Colours>Components>Decompose>
This should leave you with 3 seperate channels.
Save each as a PNG. (ensure it is uncompressed for best quality)
=== BM and MSK ===
You can just open and save the BM and MSK.
If the BM has transparency, you may wish to decompose the file and save the alpha channel seperately.
=== Normal Map ===
Colours>Components>Decompose> Colour model RGBA (this is very important- half the normal map is in the A channel)
Select the green channel, and. This should cause it to flip
Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots.
It should become purple, and right side out.
This will export it as an OPENGL normal map. Save as PNG.
You can overlay PBR materials on it now.


== File sizes ==
== File sizes ==

Navigation menu