READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Can someone help me identify these texture channels?

Get your graphics formats figures out here! Got details for others? Post here!
Post Reply
User avatar
petventh18
beginner
Posts: 25
Joined: Sat Mar 25, 2017 1:40 am
Has thanked: 9 times
Been thanked: 2 times

Can someone help me identify these texture channels?

Post by petventh18 » Tue Nov 05, 2019 11:44 pm

Hi, so I got these textures from Ninja Ripper but I'm having so much trouble assigning these image textures to the correct/proper channel (especially the roughness, spec, metalic, etc)
Image

Download: https://www.mediafire.com/file/0v73akh5 ... e.rar/file

Here's what I think these channels mean
1. Diffuse/Albedo/Color (Alpha)
2. Derivative Normal Maps
3. Roughness? Spec?
4. Displacement? Height Map? Metalic? Spec?
5. Also kinda look like Spec?

I've tried them in Marmoset Toolbag 3 but it didn't seen to come out right... I also tried it on Blender 2.80 Eevee too but it just didn't display correctly like in the game.

So yeah, beside the first 2, I'm not sure about the rest, I've included the Obj and textures on the download link here so if any of you can help me identify these, I'll really appreciate it.
Download: https://www.mediafire.com/file/0v73akh5 ... e.rar/file

User avatar
lionheartuk
double-veteran
double-veteran
Posts: 688
Joined: Tue May 16, 2006 10:55 pm
Location: Tokyo, Japan
Has thanked: 26 times
Been thanked: 25 times

Re: Can someone help me identify these texture channels?

Post by lionheartuk » Wed Nov 06, 2019 8:20 am

1. Diffuse/Albedo/Color + Alpha
2. Normal map, though it looks like one of the channels is inverted, possibly B, or could be missing entirely.
3. Looks like a roughness map.
4. This looks like specular highlights, so I'd say a specular map.
5. Looks like a mask, potentially a color tint mask if I had to guess.

How does the character/object look ingame?
Are they really shiny? as if they're really shiny then its possibly theres a metallic map instead of a specular map.
Do they get wet?
Just from the textures alone its a bit difficult to be completely sure.
"Lemons are people nice hardworking & honest people too..."

episoder
veteran
Posts: 142
Joined: Fri Oct 16, 2015 8:05 pm
Has thanked: 3 times
Been thanked: 67 times

Re: Can someone help me identify these texture channels?

Post by episoder » Fri Nov 08, 2019 3:24 pm

hard to tell how the roughness is intended to look.

1) diffuse
2) normal - depending on the tangent space you gotta invert the green channel - and ofc add or compute the blue channel
3) roughness - you choice if you wanna roughen the crystals on it - i inverted it to make them less rough aka shiny
4) specularity or general gloss or metal or whatever - shinyness
5) potentially specular color on the decoration pattern

https://i.imgur.com/XFrJ4PS.jpg

Post Reply