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.