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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. Decides if an object uses the metallic shader or not. ===
=== 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. Decides what parts of the object are shiny and which aren’t. ===
=== 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: Ambient Occlusion, a type of shading.       ===
=== 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 (this is very important- half the normal map is in the A channel)
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.  


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