you can create them in the material editor, no coding required, its an visual interface where you can connect different nodes to an output whats done here is called channel packing, where you fit as much information in as few textures as possible while still retaining full qualitymost likely they thought they don't need a…
I see. I thought that was the standard, specifically in Unreal. All the guides seem to show it. Although, I don't believe I've set up a custom shader before. Do you have to code those...?
I dont use unreal but there's a shadergraph. You just connect little behavior boxes. It doesnt require any coding skills or shader knowledge to just swap channels around. But just repack the maps the unreal way if it's easier.
This one looks baked (has padding), and those channels don't look like seperate maps (weird artifacts, flat). So I would guess this is actually a 2-channel/"yellow" normalmap. These are often the output of game rips because you get all the post-compressed stuff, not the original input maps. You're focusing too much on the…
"So I’ve no idea how Rockstar’s engine uses shaders etc." Why would it matter that much ? Just plug things in according to your best guess and tweak from there, that's it. 99% of the look will come from the color and transparency anyways.
Of course yeah - but then I would rather suggest to get in touch with the people who actually wrote the extraction tool that has been used to extract the models ; and/or, asking other fans of the game who've been manipulating the models to make renders, like the many accounts doing so on DeviantArt. They will be able to…
Hi I've downloaded a character for a certain game, which I'm using as a reference whilst I make my own. However, I've come across a few texture maps that I've not heard of before, and I can't find much (if anything) online about them, their purpose, or how to make them. Maybe I'm not putting the right names into Google...?…
Regarding the square maps I've found: Hmm. Still a bit confused and trying to process it all, but yeah, ideally, I need to see how they work. Or where they work. I don't currently have any of those maps plugged in (in 3ds Max) as I'm not quite sure how or where. I've only imported in the ones that I know and make sense,…
What are 2-channel 'yellow' normal maps...? See, it's things like this I've not come across before, so I'm very curious to research and learn about them. But you're right of course - experimenting/plugging things in to see what they do is a good way of going about it and learning, but in the case of these squares, I'm not…