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Modding:Creating Outfit Textures: Difference between revisions
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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. | 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 | === Red channel: Metalness === | ||
Decides if an object uses the metallic shader or not. | |||
White sections of this are metal. Black sections are not. You may wish to play around with this- most metal MSKs in the game are not solid white but instead have texture to to make the item more interesting to look at. Some non-metal items, such as gemstones, velvet and silk, also use the metal shader to add shine. | White sections of this are metal. Black sections are not. You may wish to play around with this- most metal MSKs in the game are not solid white but instead have texture to to make the item more interesting to look at. Some non-metal items, such as gemstones, velvet and silk, also use the metal shader to add shine. | ||
=== Green channel: Roughness | === Green channel: Roughness === | ||
Decides what parts of the object are shiny and which aren’t. | |||
The whiter this is, the more matte it is. Darkness adds shine. Add noise for visual interest. | The whiter this is, the more matte it is. Darkness adds shine. Add noise for visual interest. | ||
If you make it too white you can get a bug where it becomes shiny. | If you make it too white you can get a bug where it becomes shiny. | ||
=== Blue channel: | === Blue channel: Ambient Occlusion === | ||
A type of shading/light data. | |||
There are programs that will bake ambient occlusion for you, or it may be baked by your texture creating software. | There are programs that will bake ambient occlusion for you, or it may be baked by your texture creating software. | ||
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=== Normal Map === | === Normal Map === | ||
Colours>Components>Decompose> Colour model RGBA | Colours>Components>Decompose> Colour model RGBA | ||
Select the green channel, and. This should cause it to flip | Select the green channel, and. This should cause it to flip | ||
[[File:BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.]] | |||
Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots. | Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots. | ||