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Post by abeja on Apr 1, 2021 19:43:07 GMT
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 I think I went to far, but I like the look. Attachments:
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Post by rscott on Apr 2, 2021 11:52:54 GMT
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 I think I went to far, but I like the look. Hmmm...Not my cup of tea...but you got the idea... You could even add in another Voronai Texture scaled large, use as a Factor on your Mix Factor on the Noise textures and create some Battle Damage...
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Post by abeja on Apr 8, 2021 23:27:13 GMT
Anyone knows how to get rid of these insertions? I want to 3D print this model, but the 3D printing software goes crazy if it finds insertions like these inside the model. Attachments:
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Post by rscott on Apr 10, 2021 12:54:04 GMT
Anyone knows how to get rid of these insertions? I want to 3D print this model, but the 3D printing software goes crazy if it finds insertions like these inside the model. There isn't a one step process that I know of that will work...I don't know if 3dmax has a function that removes interior mesh...Boolean Slice operation will sometimes work but not for all. What software you using? In Blender, Boolean Slice and Join will work at times and then it boils down to using the knife tool to separate the interior faces so that you can remove them, hovering over and using "L key" to grab bits of the intersections and x > delete faces... Here is an older plugin I use for Blender ( install like any other ) Attachment Deletedit will only work sometimes, if not use Bool-tool add-on included in Blender.
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Post by gabrialwolf on May 14, 2021 22:13:29 GMT
Redoing the Star Destroyer in latest Blender build but can't get the mask to work on the emissive windows. It should turn them into triangles. And yes Alpha Blend is set in the materiel
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Post by rscott on May 15, 2021 14:00:20 GMT
Redoing the Star Destroyer in latest Blender build but can't get the mask to work on the emissive windows. It should turn them into triangles. And yes Alpha Blend is set in the materiel View AttachmentView AttachmentDid you check the UV's and make sure they are lined up... ( I had to manually line up many UV's on many models like this) also make sure it's not in a different UV channel... If that is OK... Try changing your alpha mode to Clip instead of Alpha Blend... You can also try changing the Image from Non-Color to sRGB ( sometimes the Black isn't true 100% Black so setting to RGB will just use Color for transparency)... You can also try grabbing the Alpha from the mask and plugging into the Alpha of the Principled...
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Post by gabrialwolf on May 16, 2021 18:33:05 GMT
Redoing the Star Destroyer in latest Blender build but can't get the mask to work on the emissive windows. It should turn them into triangles. And yes Alpha Blend is set in the materiel View AttachmentView AttachmentDid you check the UV's and make sure they are lined up... ( I had to manually line up many UV's on many models like this) also make sure it's not in a different UV channel... If that is OK... Try changing your alpha mode to Clip instead of Alpha Blend... You can also try changing the Image from Non-Color to sRGB ( sometimes the Black isn't true 100% Black so setting to RGB will just use Color for transparency)... You can also try grabbing the Alpha from the mask and plugging into the Alpha of the Principled... Turns out my Star Destroyer only had one UV channel. Check drives for an alternate copy and found one with two UV channels. It makes a huge difference, even lets you use the proper tex for the main hull. Just need to decide if it needs the bridge adding. Attachments:
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Post by abeja on Jun 1, 2021 3:24:15 GMT
Anyone know how to add transparency? I thought I got it right, since the object by itself have transparency with emission. But the moment it has another object behind it, the color black appears around the white squares. Anyone knows why this happens in cycles? Attachments:
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Post by rscott on Jun 1, 2021 13:14:14 GMT
Anyone know how to add transparency? I thought I got it right, since the object by itself have transparency with emission. But the moment it has another object behind it, the color black appears around the white squares. Anyone knows why this happens in cycles? Ok...first off switch the Transparency noodle to the top and emission on the bottom...you image into the factor, but don't invert it...plug the image right into the factor Now in the Material tab down near the bottom under Blend Mode select Alpha Clip...it looks like you are using Cycles so it is a bit hidden...all the way down to Viewport Display > Settings > Blend Mode > Alpha Clip Give that a try...
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Post by abeja on Jun 1, 2021 19:16:15 GMT
Ok...first off switch the Transparency noodle to the top and emission on the bottom...you image into the factor, but don't invert it...plug the image right into the factor Now in the Material tab down near the bottom under Blend Mode select Alpha Clip...it looks like you are using Cycles so it is a bit hidden...all the way down to Viewport Display > Settings > Blend Mode > Alpha Clip Give that a try... I did, but it didn't work. Attachments:
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Post by BadHorse on Jun 2, 2021 0:11:24 GMT
Ok...first off switch the Transparency noodle to the top and emission on the bottom...you image into the factor, but don't invert it...plug the image right into the factor Now in the Material tab down near the bottom under Blend Mode select Alpha Clip...it looks like you are using Cycles so it is a bit hidden...all the way down to Viewport Display > Settings > Blend Mode > Alpha Clip Give that a try... I did, but it didn't work. Here's what worked for me. Pretty similar, but I added the geometry node to turn off backface illumination, otherwise it creates a bright spot on the ship surface. You'll probably also want to make sure that you turn off shadows in the Visibility --> Ray Visibility submenu under component properties for the windows.
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Post by gabrialwolf on Jun 2, 2021 9:16:58 GMT
Anyone know how to add transparency? I thought I got it right, since the object by itself have transparency with emission. But the moment it has another object behind it, the color black appears around the white squares. Anyone knows why this happens in cycles? I had a similar issue with the Star destroyer (scroll up) but that was a uv based problem. Could be your alpha mask isn't really an alpha and Blender reads it as gray. Attachments:
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Post by rscott on Jun 2, 2021 14:15:09 GMT
Ok...first off switch the Transparency noodle to the top and emission on the bottom...you image into the factor, but don't invert it...plug the image right into the factor Now in the Material tab down near the bottom under Blend Mode select Alpha Clip...it looks like you are using Cycles so it is a bit hidden...all the way down to Viewport Display > Settings > Blend Mode > Alpha Clip Give that a try... I did, but it didn't work. Here is one way...
Or another way...
And like abeja posted the "window" cards are not part of the hull and it will produce light leaks all over the hull if you don't turn it off...
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Post by abeja on Jun 3, 2021 17:01:30 GMT
rscott , gabrialwolf , BadHorse I think I have a problem with shadows, for some God forsaken reason the window object is ignoring the transparency and it is casting a shadow on the hull, even if I turned off shadows on the window object. It works perfectly fine in Eevee, but it doesn't work in cycles, I think my blender is cursed. Attachments:
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Post by rscott on Jun 4, 2021 11:53:16 GMT
rscott , gabrialwolf , BadHorse I think I have a problem with shadows, for some God forsaken reason the window object is ignoring the transparency and it is casting a shadow on the hull, even if I turned off shadows on the window object. It works perfectly fine in Eevee, but it doesn't work in cycles, I think my blender is cursed. Best way to fix that is to subdivide all the windows and then add a shrink-wrap modifier to stick them on the surface, subdivide 1 or 2 times as they hover over curved surfaces so need it to curve also... then just keep it simple as once that is done there won't be any shadows or light leaks from the back faces.
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Post by abeja on Jun 4, 2021 20:09:06 GMT
rscott , gabrialwolf , BadHorse I think I have a problem with shadows, for some God forsaken reason the window object is ignoring the transparency and it is casting a shadow on the hull, even if I turned off shadows on the window object. It works perfectly fine in Eevee, but it doesn't work in cycles, I think my blender is cursed. Best way to fix that is to subdivide all the windows and then add a shrink-wrap modifier to stick them on the surface, subdivide 1 or 2 times as they hover over curved surfaces so need it to curve also... then just keep it simple as once that is done there won't be any shadows or light leaks from the back faces. I found the problem, this gave me a good laugh. The thing that I'm seeing is not a shadow, but the Ambient Occlusion of the window on the Hull. Everyday you learn something new. Now the question is, Can I disable the AO of one object in cycles?
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mark
New Member Lvl 2
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Post by mark on Jul 20, 2021 2:21:11 GMT
Hey all. So i'm pretty new when it comes to texturing in Blender. I'm trying to add the textures to the tie fighter model from Squadrons. I've been trying to follow along with photos from here but I think ive messed up. Would anyone be able to give me a hand or a link to a video? I've looked at applying the textures to UV Channel 2 but the only options i have are 0 and 1. Is this normal?
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Post by Warhammer_81 on Jul 20, 2021 4:23:55 GMT
Hey all. So i'm pretty new when it comes to texturing in Blender. I'm trying to add the textures to the tie fighter model from Squadrons. I've been trying to follow along with photos from here but I think ive messed up. Would anyone be able to give me a hand or a link to a video? I've looked at applying the textures to UV Channel 2 but the only options i have are 0 and 1. Is this normal? View AttachmentThat is normal, UV channel 0 = UV channel 1, and UV channel 1 = UV channel 2.
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Post by rscott on Jul 20, 2021 11:30:05 GMT
Hey all. So i'm pretty new when it comes to texturing in Blender. I'm trying to add the textures to the tie fighter model from Squadrons. I've been trying to follow along with photos from here but I think ive messed up. Would anyone be able to give me a hand or a link to a video? I've looked at applying the textures to UV Channel 2 but the only options i have are 0 and 1. Is this normal? View AttachmentYou have the Normal attached to the Diffuse texture slot...you will need to drop that down to a Normal Map Node and then into the Normal slot, set the texture to Non-Color and also set to UV channel zero. Then Grab the Color Texture ( not sure which one it is...) and plug that into the Color slot. NOTE: It looks ok but have you made sure to Turn Off any LOD's but the highest Poly? I usually delete them but in the Collection ( upper Right pane)click on the Funnel icon on top and click on the Screen icon and the Camera icon...use them in the collection to disable the low poly lod's from screen view and turn off the camera being able to see them if you don't want to delete them...
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Post by respaekt on Sept 30, 2021 6:21:29 GMT
Can someone share some light on what the textures naming for the capital ships from Squadrons is? Trying to get them going in Blender.... NO: Normal (smaller Details UV0) NOM: Normal (UV1) and Occlusion with Metalic. Or does the O means something different? CS: Color and Specular Dont they use AO? Someone willing to share a node setup? Or give me some tipps on my setup. Metalic and Roughness seams to be wrong.
EDIT: Decomposed the NOM in gimp ( Link). It looks like the BLue Channel is AO. Alpha is Metalic. Why the R and G are complete grey, dont know, seems there is no normal info than.
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Post by rscott on Oct 1, 2021 13:47:40 GMT
Can someone share some light on what the textures naming for the capital ships from Squadrons is? Trying to get them going in Blender.... NO: Normal (smaller Details UV0) NOM: Normal (UV1) and Occlusion with Metalic. Or does the O means something different? CS: Color and Specular Dont they use AO? Someone willing to share a node setup? Or give me some tipps on my setup. Metalic and Roughness seams to be wrong. EDIT: Decomposed the NOM in gimp ( Link). It looks like the BLue Channel is AO. Alpha is Metalic. Why the R and G are complete grey, dont know, seems there is no normal info than. There is Normal Info there...Not sure why you only got Grey for the R&G channels... So I grabbed your image and ran it through a few nodes in Blender... couldn't use as a normal map in the normal way, ( perhaps because I didn't have to original image) so tried a different approach... and ran it through a Bump node to the Normals...a bit low poly but it gets some info out there...I used the Blue Channel as the AO. I just don't see anything that looks like a Metallic Map in there...The alpha channel has some data but not like a Metallic Map...
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Post by respaekt on Oct 1, 2021 18:20:58 GMT
I used gimp to decompose the textures, maybe its not perfect for that.
Thats defently working better, implemented it into my node setup. The colors still seem to be off...
Link to the textures in my dropbox, if you want to take a look at the originals.
Here is my node setup right now, with a glimbse of the model:
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Post by Warhammer_81 on Oct 1, 2021 23:58:40 GMT
I used gimp to decompose the textures, maybe its not perfect for that.
That's definitely working better, implemented it into my node setup. The colors still seem to be off...
Link to the textures in my dropbox, if you want to take a look at the originals.
Here is my node setup right now, with a glimpse of the model: The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane!
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Post by respaekt on Oct 2, 2021 8:27:19 GMT
I used gimp to decompose the textures, maybe its not perfect for that.
That's definitely working better, implemented it into my node setup. The colors still seem to be off...
Link to the textures in my dropbox, if you want to take a look at the originals.
Here is my node setup right now, with a glimpse of the model: The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane! Yes, your channel analysis make sense. But still some magic ingridient seems missing. They probably use there costum, hard to copy shaders. Iam building an Spaceship Battlesimulator in Unity, because i always wanted to have a game where you command a single capital ship and there fighters and escort. I will propably use substance painter or unity shader graph with some of the (decomposed) textures to make the ISD look right.
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Post by rscott on Oct 2, 2021 14:12:13 GMT
The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane! Yes, your channel analysis make sense. But still some magic ingridient seems missing. They probably use there costum, hard to copy shaders. Iam building an Spaceship Battlesimulator in Unity, because i always wanted to have a game where you command a single capital ship and there fighters and escort. I will propably use substance painter or unity shader graph with some of the (decomposed) textures to make the ISD look right.
There is something a bit odd with the single texture and 2 UV maps and Normals... But without the ship and just applying to a cube I can get something that should look better on the actual ship and UV's...Yes I would run through substance and get a metallic map as well as edge wear...just to add that eye-candy!
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Post by Warhammer_81 on Oct 3, 2021 5:19:03 GMT
The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane! Upon inspecting the ISD model I can confirm that all the model parts labeled "ISD_SSP_StarDestroyer_AtlasSide_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" texture on UV Channel 2. All the model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" and "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" textures on UV channel 1. So the two texture sets are not for the same models even though the filenames seem to imply otherwise. The model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." seem to use the "T_Veh_Emp_StarDestroyer_Panels_01A_RGB.tga" texture on UV Channel 2 for their Normal map. I'm not sure yet what the "ISD_SSP_StarDestroyer_AtlasSide_..." models use for their Color and Specular textures.
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Post by respaekt on Oct 4, 2021 18:31:25 GMT
The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane! Upon inspecting the ISD model I can confirm that all the model parts labeled "ISD_SSP_StarDestroyer_AtlasSide_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" texture on UV Channel 2. All the model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" and "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" textures on UV channel 1. So the two texture sets are not for the same models even though the filenames seem to imply otherwise. The model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." seem to use the "T_Veh_Emp_StarDestroyer_Panels_01A_RGB.tga" texture on UV Channel 2 for their Normal map. I'm not sure yet what the "ISD_SSP_StarDestroyer_AtlasSide_..." models use for their Color and Specular textures. Very interesting and nice detective work! When i have a bit more time, i will try again to get it running in blender.
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Post by respaekt on Oct 4, 2021 20:30:10 GMT
The textures are for two different UV map channels. The "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" has the Color ( RGB Channels) and Specular (Alpha Channel) maps while "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" looks like it has the Ambient Occlusion (Blue Channel) and Metalness (Alpha Channel) maps but has no Normal map data (Red and Green Channels are flat grey). The "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" contains the Normal (Red and Green Channels) and Ambient Occlusion (Blue Channel) maps for a second UV set separate from the first. It's much higher resolution and looks like it applies to some separate greeble details. It seems all the _NOM textures are missing the Normal map data in the (Red and Green Channels) not just the ones you provided. The Normal maps are meant to be applied through a separate UV channel from the diffuse/color textures. This makes sense since it allows for much better looking details when viewing the model up close. Many games do this like Battlefront, Jedi Fallen Order, Starfighter Missions, to name just a few. You can always bake new Normal textures yourself that will fit into the first UV slot rather than the second UV slot but they will be much lower fidelity and highly compressed. To get them to look good you would have to bake the new Normal textures at like 8K resolution or above which is insane! Upon inspecting the ISD model I can confirm that all the model parts labeled "ISD_SSP_StarDestroyer_AtlasSide_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_NO.tga" texture on UV Channel 2. All the model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." all use the "T_Veh_Emp_StarDestroyer_AtlasSide_01_CS.tga" and "T_Veh_Emp_StarDestroyer_AtlasSide_01_NOM.tga" textures on UV channel 1. So the two texture sets are not for the same models even though the filenames seem to imply otherwise. The model parts labeled "ISD_SSP_StarDestroyer_AtlasSidePanels_..." seem to use the "T_Veh_Emp_StarDestroyer_Panels_01A_RGB.tga" texture on UV Channel 2 for their Normal map. I'm not sure yet what the "ISD_SSP_StarDestroyer_AtlasSide_..." models use for their Color and Specular textures. There are "T_Veh_Emp_StarDestroyer_DetailsSide_02B_CS" and "_Nom" textures, they are used for "ISD_SSP_StarDestroyer_AtlasSide_..." it seems.
And _CS and _NOM defenetly belong to the same UV map, its will all textures i took a look at. Another thing: AO from _NOM (Blue Channel) looks better combined with CS via Multiply Node then Blender AO node.
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Post by azronthegreat on Dec 22, 2021 19:36:27 GMT
Hi I am new to this and got basic texturing skills in Blender. I downloaded the Star Destroyer from the Squadron assets folder and there are textures I haven't seen before (like H.tga and NOM.tga). Is there an image with the node setup I can follow?
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Post by rscott on Dec 23, 2021 12:02:33 GMT
Hi I am new to this and got basic texturing skills in Blender. I downloaded the Star Destroyer from the Squadron assets folder and there are textures I haven't seen before (like H.tga and NOM.tga). Is there an image with the node setup I can follow? Rancor022 gave a description of the various textures and some of the way they are labeled in this post and also a way to separate them into their individual texture maps... groinkick.freeforums.net/post/3558Make sure to read through the others starting on page one! NOM is Normal + Metalness If using Blender you can just use them as is with a split RGB node, as I showed in this post... groinkick.freeforums.net/post/3589H.tga isn't a common one and sounds like it was just a name picked and slapped on... H in a end of a texture like you see in the first link, would seem to be a Height map... but is highly unusual for a game mesh... I just took a look at it...It is some sort of Height Map...Just dump it... Use the Normal map instead...
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