Models: Difference between revisions

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* _tn - Normal map. Blue channel often reversed.
* _tn - Normal map. Blue channel often reversed.
* _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
* _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
* _tr - Subsurface scattering map.
* _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.  
* _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.
* _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.
* _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model.
==== Asset models ====
Typically the same as character models, but a few key differences:
* _di - Basic diffuse/albedo map. Can use alpha layer transparency.
* _tn - Normal map. Blue channel often reversed.
* _mt - Multi map, used for PBR shading. Red channel is metallic, green channel is roughness, blue is a mask for colour palettes.
* _tr - Subsurface scattering map. Only really used for leaves on plants.

Latest revision as of 03:37, 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.
  • _tr - Subsurface scattering map.
  • _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.

Asset models

Typically the same as character models, but a few key differences:

  • _di - Basic diffuse/albedo map. Can use alpha layer transparency.
  • _tn - Normal map. Blue channel often reversed.
  • _mt - Multi map, used for PBR shading. Red channel is metallic, green channel is roughness, blue is a mask for colour palettes.
  • _tr - Subsurface scattering map. Only really used for leaves on plants.