Models: Difference between revisions
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(Created page with "Because without them, you'd be playing a MUD. Placeholder page for detailing model specifics == Model Format == * Old Old Engine * Old Engine * Dragon Engine/Dragon Engine 2.0 == Material Format == * Old Old Engine * Old Engine * Dragon Engine / Dragon Engine 2.0") |
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* Old Old Engine | * Old Old Engine | ||
* Old Engine | * Old Engine | ||
=== Dragon Engine / Dragon Engine 2.0 === | |||
==== Character models ==== | |||
* _di - Basic diffuse/albedo map. Can use alpha layer transparency. | |||
* _tn - Normal map. Blue channel often reversed. | |||
* _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine. | |||
* _mt - Multi map, used for PBR shading. Red channel is metallic (anisotropic rotation for hair), blue channel is ambient occlusion, green channel is glossiness, alpha layer is a mask for the repeating textures on the secondary UV. | |||
* _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model. | |||
* _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model. |
Revision as of 03:32, 13 December 2022
Because without them, you'd be playing a MUD. Placeholder page for detailing model specifics
Model Format
- Old Old Engine
- Old Engine
- Dragon Engine/Dragon Engine 2.0
Material Format
- Old Old Engine
- Old Engine
Dragon Engine / Dragon Engine 2.0
Character models
- _di - Basic diffuse/albedo map. Can use alpha layer transparency.
- _tn - Normal map. Blue channel often reversed.
- _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
- _mt - Multi map, used for PBR shading. Red channel is metallic (anisotropic rotation for hair), blue channel is ambient occlusion, green channel is glossiness, alpha layer is a mask for the repeating textures on the secondary UV.
- _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model.
- _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model.