Seffyr Posted January 7, 2016 Share Posted January 7, 2016 So, first post here; so "Hi".I've decided to put my 4+ years of texture art and 3D modelling studies to use and start doing some Fallout 4 mods. Starting off with texture mods because they're simple.Anyway, I've come here with a question for the texture artists in the community;Does anyone know the reasoning behind Bethesda's Specular Maps being the blue/green/purple gradients that they are? I'm used to seeing grayscale spec maps so this threw me for a loop. Not to mention they don't function properly in either Maya or Photoshop when assigned as the "Specular Map" (In Photoshop I have to throw a Desaturate and Levels layer over the top to get them to render properly)I'm working on a Raider PA texture that I hope to figure out how to turn into a "Raider PA Paint" but I need a bit of custom specularity to it...Will grayscale specular maps work okay? Or will I need to convert it to Bethesdas "normal-esque" looking spec maps? If so how do I do that? Gradient Map?Thanks in advance. Link to comment Share on other sites More sharing options...
DogtoothCG Posted January 7, 2016 Share Posted January 7, 2016 Hey Seffyr, welcome! The _s texture can be quite confusing at first glance. Simply put, R is your spec, G is your gloss, and B should be black (not sure yet if B channel has a purpose). Saving that as .dds using the Intel texture works plugin should work just fine. You may need to do a little bit of modification to get the look you have in marmo or other rendering engine, but i've had no problems thus far. Also, author your textures in linear format, rather than sRGB. Link to comment Share on other sites More sharing options...
Deleted1105738User Posted January 7, 2016 Share Posted January 7, 2016 I'm curious Dogtooth, do you know if Bethesda is using PBR. You mentioned that the green channel was reserved for a gloss map in the specular file. It sounds like to me that it is probably more of the spec gloss thing, then physically based...but I too am new to modding Fallout 4 and would like to get a decent handle on how any changes (and to what channels) will affect materials/shaders in the game. Thanks Link to comment Share on other sites More sharing options...
DogtoothCG Posted January 7, 2016 Share Posted January 7, 2016 I'm curious Dogtooth, do you know if Bethesda is using PBR. You mentioned that the green channel was reserved for a gloss map in the specular file. It sounds like to me that it is probably more of the spec gloss thing, then physically based...but I too am new to modding Fallout 4 and would like to get a decent handle on how any changes (and to what channels) will affect materials/shaders in the game. ThanksI believe the rendering pipeline is physically based, though not using the metalness workflow. With that stated however, PBR as far as FO4 goes, should be treated as a basis, luminance values are important, but its the final product that matters, so don't be afraid to be creative with your materials. Link to comment Share on other sites More sharing options...
Deleted1105738User Posted January 7, 2016 Share Posted January 7, 2016 Thanks I appreciate the info. Link to comment Share on other sites More sharing options...
DogtoothCG Posted January 7, 2016 Share Posted January 7, 2016 Glad to be of service, let me know if there's anything else I can help with! Link to comment Share on other sites More sharing options...
Seffyr Posted January 7, 2016 Author Share Posted January 7, 2016 Fantastic! Thank you for the help Dogtooth! I didn't realise that the _s used the RGB channels for different things -- and now that I look it suddenly makes a lot more sense (Although it does appear the blue channel is being used and has a different map than the other two and I can't tell outright what it is at quick glace -- perhaps the gloss for when the material is wet?)If you've got any experience with modelling and mesh replacements I'm currently toying with that now that I have a grasp on textures and materials. If you know of any up-to-date resources on modelling for FO4 i'd appreciate it.I'm toying with something at the moment. Extracted the NIF, converted it to OBJ, messed with it (Not bothered by UVs or textures - just want to make sure the updated mesh works first), converted is back to NIF and dropped it in the game files.Old mesh disappeared and I got a giant red exclamation mark so I at least know I got something right -- now just to figure out what I'm doing wrong. ^_^ Link to comment Share on other sites More sharing options...
DogtoothCG Posted January 7, 2016 Share Posted January 7, 2016 Hey man, go ahead and throw me a PM, I'll try to walk you through it. Link to comment Share on other sites More sharing options...
stickbow Posted January 13, 2016 Share Posted January 13, 2016 Fantastic! Thank you for the help Dogtooth! I didn't realise that the _s used the RGB channels for different things -- and now that I look it suddenly makes a lot more sense (Although it does appear the blue channel is being used and has a different map than the other two and I can't tell outright what it is at quick glace -- perhaps the gloss for when the material is wet?) If you've got any experience with modelling and mesh replacements I'm currently toying with that now that I have a grasp on textures and materials. If you know of any up-to-date resources on modelling for FO4 i'd appreciate it.I'm toying with something at the moment. Extracted the NIF, converted it to OBJ, messed with it (Not bothered by UVs or textures - just want to make sure the updated mesh works first), converted is back to NIF and dropped it in the game files.Old mesh disappeared and I got a giant red exclamation mark so I at least know I got something right -- now just to figure out what I'm doing wrong. ^_^ From digging into a bunch of files, there seems to be a separate/generic "wet map" applied to *most* items. I can't remember the filename off the top of my head (am at work right now), but it is consistent both in folder structure and file name. Link to comment Share on other sites More sharing options...
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