Hey Polycount, I've been doing 3D modelling on and off for quite a few years now, I also like to rip models from games and the sort.
My question is, while ripping models, I've run into ones that use textures like these:
How/What are they used for?
Are they sculpted and baked like a normal map?
Are they something used generally for real-time models, or for cutscenes?
Normally I don't do a lot of higher poly modelling, but I'd like to and get myself up to date with newer methods.
I'd genuinely appreciate any light you guys could shed on this, thank you for your time.
Replies
- Diffuse (base colors/details)
- Specular Map (B/W image)
- Normal Map
I took a look at the channels, R and G have two different Greyscale textures, and Blue is Black, so it seems it's as you say.
I'm curious how this would work for masking, why not just utilize the Diffuse texture and the alpha channel to define what's seen and what isn't?
They are not just like opacity maps (even though you can pack one opacity map in them, it's just a matter of how your shader was built to identify these channels).
Idk if you got it wrong or I did interpret your question wrong lol. I'm pretty sure that on the wiki there is a good info about that, with some images showcasing how it actually works.