Specular_s.dds red channel is roughness (I remember cause righty, tighty, lefty loosy), green channel is metallic (I think gloss really), BLUE channel is something called subsurface scatter. How does the SP handle that? It looks ok, with the height map in, but where would I stick the height map, e.g., if I made a laser blast burn into the surface of the helmet? Normal_n.dds red and green are x and y, various converters may flip the Y, idc, NO z, blue channel blank. Specifically the texture maps for Fallout 4 as I've been able to make out are: Did I have to do that, or was that just a waste of time? It worked.so idk Now I wonder.Given the Gambryo engine "calculates" on the fly the z value, I made a height map from the Beth "normal" map using the normal to height converter in SD. So, at least now I got an output (don't be mean, YES it's amateur at this time, 6 hrs total with software.):Īrmy Helmet Realistic Texture for Fallout, The prior query was the asset I was trying to texture was MIRRORING itself on the mesh.so idk how the program deals with that at all, but I tried to texture another asset that I verified was not mirroring it's maps, using the PBR settings in SP: Diffuse, Normal, Roughness, Metallic, and Height.ripping out the red and green channels from the Bethesda "Specular" map and making tgas of them separately and shoving them into the roughness and metallic channels. I will go over all your resource tutorials before I ask a question. Ok, tyvm for your response and direction. #What bethesda games use the gamebryo engine how to#I really don't know how to attack the problem because I'm sandwiched between wtf is Beth doing and wth does Painter require.only 2 weeks into Painter.ĭid anyone figure out the scheme? I'll send cookies. How to I go about finding a reasonable way to find out how to set up Substance Designer/Painter to work with Bethesda's potentially custom shading scheme of Gambryo ducktape and spit!? They tried to half ass implement PBR texturing by using the green channel of the specular map to be roughness.having a normal map without using the blue channel, though some ppl think that's an AO map channel. I chose a standard workspace given Beth uses what seems to be a diffuse, normal and specular mapping system.but not so simple. To follow on awesomepaintjob 's try with painting on mesh with nifs:ģds max nif plugin for FO4 is now live, so fbx away.īUT, now choosing the texture space to work in WHEN standard doesn't do it. I'm also trying to paint on mesh with FO4 assets for now as practice to making my own assets.
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