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Posted (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 = Roughness

G = Metallic

B = 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 by FlynTie
Posted

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

Posted

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

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