So Im setting up a new texturing/shader workflow for us which is gonna be pretty important and probably running for a long time.
As I am in the finishing stages, I get the typical doubts, but just general curiousness as this is a very freestyle thing that can be done in unending ways.
I know these things are highly specific to usage case, still I would be very interested to hear how people pack their maps for their main surface shader and how many texture lookups and masks are being used, especially in a more optimized environment.
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Ill start with our previous one:
This is heavy on masks but very flexible in terms of totally changing visual styles
Map#1
RGB Diffuse Base Texture (Tiling or unique)
Map#2
RGB Paint Texture (Tiling)
Map#3
R - Wear Mask (Masking Paint layer from base layer, also driving gloss variance)
G - Gloss Map
B - 'Bling' Specular
A - AO
Map#4
R - Rust Mask
G - Grime / Color Mask 2 (Secondary highlight color)
B - Base Sand/Snow Mask (Ground contact)
Map#5
RGB - Normal
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Lets hear some setups and get some inspiration!
Replies
For PBR metal/rough we're using pretty standard packing.
RGB base color, + optional A for transparency.
RGB occlusion/roughness/metalness
RGB emissive
RGB normal
Eg.. It's not unusual to find that you can hide the cost of a texture lookup behind the execution of other code and essentially get it for free.
If you're on unreal, listen to obscura
Using the standard masks (diffuse,metal,normal,rough,ao etc) is not a lot of complexity. In general I feel most people use a very rigid approach with just the basic maps, but the portfolio pieces definitely skew that.
When you start adding things like damage effects, swappable palettes, camouflage, weathering etc then its getting a lot more interesting