KoticR Posted November 24, 2015 Share Posted November 24, 2015 (edited) Hey all, i got a short question about the channel setup in Fallouts specularmaps. Does Beth follow a certain pattern with their specularmaps? Like: R = RoughnessG = MetallicB = Specular I'm currently reworking some of the textures just for the fun of it and i'm a bit confused by what channel holds what.Another small question i got is, do they use the "Metallic/Roughness" PBR approach or the "Specular/Glossiness" one? Thanks in advanced. Have a good one. Edited November 24, 2015 by FlynTie Link to comment Share on other sites More sharing options...
throttlekitty Posted November 24, 2015 Share Posted November 24, 2015 red is spec, green is roughness. (there is no blue) Link to comment Share on other sites More sharing options...
KoticR Posted November 24, 2015 Author Share Posted November 24, 2015 Thx for the reply, but actually a lot of them have something in their blue channel. This is from the ShackRoof01_* inside the Architecture/Shacks folder.http://i.imgur.com/klPADez.jpg Or could one be responsible for the glossiness when it rains? My current guess would be R = Roughness G = Gloss B = Spec Link to comment Share on other sites More sharing options...
throttlekitty Posted November 25, 2015 Share Posted November 25, 2015 I'm guessing that's the nVidia Photoshop plugin? It doesn't import BC5u spec/normal maps properly- It skews the colors and distributes to the blue channel. But it is supposed to be a two-channel format. For now, I recommend nvidia's texture tools 2 to handle them properly (it will add an all-black blue channel because something needs to be there.) http://i.imgur.com/Ye4GS75.jpg for reference Link to comment Share on other sites More sharing options...
KoticR Posted November 25, 2015 Author Share Posted November 25, 2015 Awesome thanks a ton mate, now they seem to work properly in game. Link to comment Share on other sites More sharing options...
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