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Post by rscott on Aug 26, 2020 13:44:19 GMT
rscott , Blender failed to extract the file from the zip so had to install it manually to get it to show up. I'm soo out of practice having been away from Blender for so long. Many times on github..the file ends up in the zip under a second directory...what we sometimes do is to remove that directory and re-zip then it will install correctly...of course manual install is a lot faster...but if re-zipped then you can store it and reinstall whenever you wish... like if you add a new version of Blender and want to keep an older version...I have 5 versions at the moment going back to 2.64...some plugins never get updated..so an old version is the only way to use them...
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Post by gabrialwolf on Sept 1, 2020 9:43:49 GMT
rscott , Blender failed to extract the file from the zip so had to install it manually to get it to show up. I'm soo out of practice having been away from Blender for so long. Many times on github..the file ends up in the zip under a second directory...what we sometimes do is to remove that directory and re-zip then it will install correctly...of course manual install is a lot faster...but if re-zipped then you can store it and reinstall whenever you wish... like if you add a new version of Blender and want to keep an older version...I have 5 versions at the moment going back to 2.64...some plugins never get updated..so an old version is the only way to use them... Oh, look 2.9 is out. Here we go again. The improvements to the renderer should be worth it though.
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Post by rscott on Sept 1, 2020 13:13:30 GMT
Many times on github..the file ends up in the zip under a second directory...what we sometimes do is to remove that directory and re-zip then it will install correctly...of course manual install is a lot faster...but if re-zipped then you can store it and reinstall whenever you wish... like if you add a new version of Blender and want to keep an older version...I have 5 versions at the moment going back to 2.64...some plugins never get updated..so an old version is the only way to use them... Oh, look 2.9 is out. Here we go again. The improvements to the renderer should be worth it though. At the rate they are cranking out versions...3.0 will be just around the corner...remember Everything Nodes is in development as well as RTX support and Sculpting...hard to keep up with...and they just got another huge grant from Unity.
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Post by gerdzerlkinerfdamahn on Sept 20, 2020 9:32:35 GMT
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Post by Rancor022 on Sept 20, 2020 10:04:31 GMT
How do I use combined maps like these? I'm not sure how I should set up AOSl, CS, NM, NMA, AO RGB, DSV, or Masks, nor do I know what all of those mean either. That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application.
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Post by gerdzerlkinerfdamahn on Sept 20, 2020 11:09:45 GMT
How do I use combined maps like these? I'm not sure how I should set up AOSl, CS, NM, NMA, AO RGB, DSV, or Masks, nor do I know what all of those mean either. That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application. The first set are the X-Wing textures from Star Wars: Squadrons, the second are for a Rogue One-style Stormtrooper mod for Battlefront II. www.mediafire.com/folder/alo2sahja1ksq/Squadron_Assets#2wkacxj68guim (http://www.mediafire.com/file/58ycs11cyu294gt/XwingT65.rar/file)
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Post by Rancor022 on Sept 20, 2020 13:38:35 GMT
That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application. The first set are the X-Wing textures from Star Wars: Squadrons, the second are for a Rogue One-style Stormtrooper mod for Battlefront II. www.mediafire.com/folder/alo2sahja1ksq/Squadron_Assets#2wkacxj68guim (http://www.mediafire.com/file/58ycs11cyu294gt/XwingT65.rar/file) I haven't been able to look at any of the Squadrons assets yet, but generally for Battlefront characters, is goes like this: AOSL: R = Ambient Occlusion G = Slice Map B = Secondary Ambient Occlusion A = Secondary Slice Map CS: RGB = Color/Diffuse Map A = Specular (invert to get roughness) NM: RG = Normal Map (first 2 channels only) (to generate the third channel you can add a white layer to the blue channel) B = Metalness A = Typically Blank W: RGBA = Weathering (each channel is a different slice map for weathering textures such as dirt, snow, rain, etc.) NAOSL RG = Normal Map (first 2 channels only) B = Ambient Occlusion A = Slice Map How to utilize these in Blender I'm not positive as I don't use Blender. Squadrons seems to use the same system for the most part.
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Post by gerdzerlkinerfdamahn on Sept 20, 2020 16:59:10 GMT
I haven't been able to look at any of the Squadrons assets yet, but generally for Battlefront characters, is goes like this: AOSL: R = Ambient Occlusion G = Slice Map B = Secondary Ambient Occlusion A = Secondary Slice Map CS: RGB = Color/Diffuse Map A = Specular (invert to get roughness) NM: RG = Normal Map (first 2 channels only) (to generate the third channel you can add a white layer to the blue channel) B = Metalness A = Typically Blank W: RGBA = Weathering (each channel is a different slice map for weathering textures such as dirt, snow, rain, etc.) NAOSL RG = Normal Map (first 2 channels only) B = Ambient Occlusion A = Slice Map How to utilize these in Blender I'm not positive as I don't use Blender. Squadrons seems to use the same system for the most part. Ah, thank you! Appreciate it. How would I separate the textures like you've done in your archive? I'd love to learn how you do it so I don't have to bug anyone to 'fix' them.
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Post by Rancor022 on Sept 20, 2020 19:34:38 GMT
I haven't been able to look at any of the Squadrons assets yet, but generally for Battlefront characters, is goes like this: AOSL: R = Ambient Occlusion G = Slice Map B = Secondary Ambient Occlusion A = Secondary Slice Map CS: RGB = Color/Diffuse Map A = Specular (invert to get roughness) NM: RG = Normal Map (first 2 channels only) (to generate the third channel you can add a white layer to the blue channel) B = Metalness A = Typically Blank W: RGBA = Weathering (each channel is a different slice map for weathering textures such as dirt, snow, rain, etc.) NAOSL RG = Normal Map (first 2 channels only) B = Ambient Occlusion A = Slice Map How to utilize these in Blender I'm not positive as I don't use Blender. Squadrons seems to use the same system for the most part. Ah, thank you! Appreciate it. How would I separate the textures like you've done in your archive? I'd love to learn how you do it so I don't have to bug anyone to 'fix' them. I just uploaded a basic video tutorial here: groinkick.freeforums.net/thread/53/separate-swbf2-textures
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Post by gerdzerlkinerfdamahn on Sept 20, 2020 20:07:08 GMT
Thanks, dude! Great tutorial. What should I do with Normal maps that are partially, not fully, yellow? I know that fully yellow Normals can usually be fixed by inverting the colors, but for this, I dunno.
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Post by Rancor022 on Sept 20, 2020 20:44:12 GMT
Thanks, dude! Great tutorial. What should I do with Normal maps that are partially, not fully, yellow? I know that fully yellow Normals can usually be fixed by inverting the colors, but for this, I dunno. I would not recommend inverting the normal map. The purple bit in there is the metallic map mentioned in the video. The normal map data is yellow and the metallic map data is purple. All normal maps use that same system, even if the purple isn't visible. Just follow the directions in the video exactly and you won't have any issues.
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Post by rscott on Sept 24, 2020 12:53:23 GMT
I haven't been able to look at any of the Squadrons assets yet, but generally for Battlefront characters, is goes like this: AOSL: R = Ambient Occlusion G = Slice Map B = Secondary Ambient Occlusion A = Secondary Slice Map CS: RGB = Color/Diffuse Map A = Specular (invert to get roughness) NM: RG = Normal Map (first 2 channels only) (to generate the third channel you can add a white layer to the blue channel) B = Metalness A = Typically Blank W: RGBA = Weathering (each channel is a different slice map for weathering textures such as dirt, snow, rain, etc.) NAOSL RG = Normal Map (first 2 channels only) B = Ambient Occlusion A = Slice Map How to utilize these in Blender I'm not positive as I don't use Blender. Squadrons seems to use the same system for the most part. Ah, thank you! Appreciate it. How would I separate the textures like you've done in your archive? I'd love to learn how you do it so I don't have to bug anyone to 'fix' them. Just for those that use Blender 2.8xx ...You can use these files ...AS IS... with a bit of NODE WORK... Boils down to separate RGB and Combine RGB Nodes... Here is a quick example from the Honey Jar...which has only 2 texture files per section, a Color-Specular and a Normal-Alpha... Color is obvious...but also if you drop the alpha to an invert node you can plug that into Specular or Roughness... The Normal into a split RGB to a Combine RGB... Red and Green Channels combined into a Normal Map. The Blue Channel straight into the metalic. Quick example added to a Flat Plane... **** PS...forgot to mention in the Split and Merge RGB nodes...if you have an open channel (like in this example...did not include the Blue Channel in the Combine RGB node ) set the open channel to FULL, ie: ONE ... it is the same as merging layers onto a solid Blue Layer with Multiply !!
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Post by gerdzerlkinerfdamahn on Oct 3, 2020 6:42:58 GMT
For the detail masks used in Jedi Fallen Order textures, what do each of the channels correspond to? Are they specular/roughness/metallic maps or something?
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Post by Rancor022 on Oct 3, 2020 7:25:59 GMT
gerdzerlkinerfdamahn, It's basically the exact same system as Battlefront. The texture names are different, but they share the same basic functions. Always look at the last 1-3 letters at the end of the file. For example, if it ends in RMA, that would indicate it contains R (roughness) M (metalness) and A/AO (ambient occlusion), not always in that order.
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Post by gerdzerlkinerfdamahn on Oct 3, 2020 8:07:37 GMT
gerdzerlkinerfdamahn , It's basically the exact same system as Battlefront. The texture names are different, but they share the same basic functions. Always look at the last 1-3 letters at the end of the file. For example, if it ends in RMA, that would indicate it contains R (roughness) M (metalness) and A/AO (ambient occlusion), not always in that order. I see. In that case, what kind of maps are the Red, Green, and Blue channels in the 'DetailMask' textures?
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Post by rscott on Oct 3, 2020 13:18:38 GMT
gerdzerlkinerfdamahn , It's basically the exact same system as Battlefront. The texture names are different, but they share the same basic functions. Always look at the last 1-3 letters at the end of the file. For example, if it ends in RMA, that would indicate it contains R (roughness) M (metalness) and A/AO (ambient occlusion), not always in that order. I see. In that case, what kind of maps are the Red, Green, and Blue channels in the 'DetailMask' textures? Hard to say "Exactly" without playing with them...but since there is already an Color/Normal/Roughness and AO...that only leaves Specular(doubtful) Metalness! Emissive and perhaps an Alpha channel with second UV for added details like window grunge and transparency ... Take a look at the individual channels and see what they look like...mostly Black with just white around the edges=Metalness...Black with Color here and there=Emissive etc etc..
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Post by Rancor022 on Oct 3, 2020 23:40:50 GMT
gerdzerlkinerfdamahn , It's basically the exact same system as Battlefront. The texture names are different, but they share the same basic functions. Always look at the last 1-3 letters at the end of the file. For example, if it ends in RMA, that would indicate it contains R (roughness) M (metalness) and A/AO (ambient occlusion), not always in that order. I see. In that case, what kind of maps are the Red, Green, and Blue channels in the 'DetailMask' textures? I only checked one vehicle, so I'm not 100% sure this is the case for every detail map, but for the most part it appears to contain Metalness, Roughness, and a Dirt/Weathering Map, in that order.
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in5ane
New Member Lvl 1
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Post by in5ane on Jan 24, 2021 15:33:29 GMT
That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application. So I downloaded your archive for the Sith Trooper. I don't know what I have to do with all the textures so the helmet looks good (All I want is the helmet). How do I add all the textures in Blender and stuff? thanks!
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Post by Rancor022 on Jan 24, 2021 19:55:23 GMT
That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application. So I downloaded your archive for the Sith Trooper. I don't know what I have to do with all the textures so the helmet looks good (All I want is the helmet). How do I add all the textures in Blender and stuff? thanks! I'm not familiar with Blender personally, so I wouldn't be much help unfortunately. Here is what each texture value represents though: A = Alpha / Transparency AO = Ambient Occlusion C = Color / Diffuse CA = Color with transparency E/EM = Emissive / Luminance M = Metalness N = Normal Map R = Roughness S = Specular / Glossiness SSS = Subsurface Scattering W = Weathering SL = Slice Map
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Post by rscott on Jan 25, 2021 14:49:17 GMT
That looks like a huge mess! I'm not sure what those are from, but if they're from Battlefront, I'd recommend downloading from my archive as I already have all of the textures separated and ready for application. So I downloaded your archive for the Sith Trooper. I don't know what I have to do with all the textures so the helmet looks good (All I want is the helmet). How do I add all the textures in Blender and stuff? thanks! Best if you go back to page one and read through my mini-tutorials on how to apply these materials in Blender...first post will give you an example Node Tree that you can use to get the textures onto the helmet... groinkick.freeforums.net/post/1923
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Post by enderian on Jan 31, 2021 6:36:44 GMT
Hey guys, question. I’ve been texturing the MC-75 from Squadrons and am having a hard time. Like Badhorse has mentioned, it uses 2 different sets of textures on one mesh like “hull” textures along with “components” textures. So I’ve tried using the math node to combone them, but it comes out way wrong. Anyone have any recommendations of what I’m missing? Thanks!
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Post by rscott on Jan 31, 2021 13:49:49 GMT
Hey guys, question. I’ve been texturing the MC-75 from Squadrons and am having a hard time. Like Badhorse has mentioned, it uses 2 different sets of textures on one mesh like “hull” textures along with “components” textures. So I’ve tried using the math node to combone them, but it comes out way wrong. Anyone have any recommendations of what I’m missing? Thanks! I don't have it handy but a several things to look at... 1> Make sure to check the material tab ( Right side viewport) and make sure that there isn't another texture slot for them, as you may know you can have dozens of materials on one mesh. 2> Check and make sure it isn't assigned to another UV map...look in the tab with the triangle > UV Maps... 3> Normally if dealing with two or more image textures it works better to mix them using a Mix-RGB node, and you can use the math functions in the dropdown add/multiply/mix, Math nodes ( Typically are used for math operations into the Factor of a node, but not always) Look at this where I have combined 2 displacement textures for a Micro-displacement...driven by a texture mask...I know it is a displacement but the same node arrangement can be used in your situation!
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Post by enderian on Feb 1, 2021 17:11:14 GMT
rscott, thanks for the info! That helped a lot! Mix RGB is what I needed to use. Many thanks!
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Post by gerdzerlkinerfdamahn on Mar 26, 2021 17:54:21 GMT
How would I create the kind of hangar force field seen here?
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Post by rscott on Mar 27, 2021 13:37:51 GMT
How would I create the kind of hangar force field seen here? First off you need to find the emissive map...if there is one...should be pure black and white ( but at times they are greyscaled). In Blender make sure there is a Plane to work with, in the opening, sometimes it doesn't get exported. Since he said he worked up the textures for this there should be all you need...The map will or should have EM in the name. Use this map as a factor in a mix-node with transparency as well as an emissive node. Somewhat like this... In this case I had to add the emissive and the transparency in a mix node then add in a second mix node as I wanted a control to factor the amount of transparency... sometimes a single mix node with texture as the factor is enough, play with it to get what you like.
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Post by rscott on Mar 28, 2021 12:47:59 GMT
Recently the was a question on using a color-ramp node for a metal-map. A metal map is usually a B&W map, but at times you will run into a grey-scale metal-map. Now this will boil down to personal taste, but using the Ramp will add that extra bit of punch IMHO. Using a color-ramp "Clamps" the texture from 0(Black) to 1(White). By using the sliders for B>W will either remove White or Black or expand/contract them...Not all metal maps are pure B 0r W especially if it is an exposed Metal Under Paint (Paint being considered organic/specular). Here is an object with a grey-scale metal map... and here is the ramp included... It's your choice which one looks better... BTW...these are Real-Time rendered images...run through an RTX card...
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Post by abeja on Mar 31, 2021 5:55:31 GMT
Any tips and tricks for a better rust effect? Attachments:
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Post by rscott on Mar 31, 2021 12:02:29 GMT
Any tips and tricks for a better rust effect? There are many ways of getting rust on an object... You have a good start but a couple of things...Turn down your Bump-strength and perhaps bump your black on the color-ramp to the right...Just way too strong for this object...and check if using the Metallic map as a factor on the overlay helps any... A lot like your rust node...just added a bit more... or you can go all out ( cycles only) and use a AO node to control dust (if wanted) and a Bevel Node to detect edges...Edges > Rust and Dust in Special Created Nodes...
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Post by abeja on Mar 31, 2021 22:19:59 GMT
Any tips and tricks for a better rust effect? There are many ways of getting rust on an object... You have a good start but a couple of things...Turn down your Bump-strength and perhaps bump your black on the color-ramp to the right...Just way too strong for this object...and check if using the Metallic map as a factor on the overlay helps any... A lot like your rust node...just added a bit more... Thanks for the tips, here is what I did. I still don't like how all mixed together, it feels that the rust is very weak. How should I add the rust to the model? Attachments:
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Post by rscott on Apr 1, 2021 12:17:25 GMT
There are many ways of getting rust on an object... You have a good start but a couple of things...Turn down your Bump-strength and perhaps bump your black on the color-ramp to the right...Just way too strong for this object...and check if using the Metallic map as a factor on the overlay helps any... A lot like your rust node...just added a bit more... Thanks for the tips, here is what I did. I still don't like how all mixed together, it feels that the rust is very weak. How should I add the rust to the model? 1> Try changing the Mix Node for the Diffuse/Rust to ADD or Mix instead of Color... 2> Try adding a Reroute from your Noise Texture to the Factor on the Metallic Mix Node 3> Change the Mix node for the Normal/Bump to Add or Mix
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