KiCHo666 Posted March 15, 2021 Share Posted March 15, 2021 Sure. Just use specular map as an alpha channel on normal maps. Link to comment Share on other sites More sharing options...
nognow Posted March 15, 2021 Author Share Posted March 15, 2021 Sure. Just use specular map as an alpha channel on normal maps.ÃÂ I gave that as an example.I meant to ask is there a way to combine those textures with existing ones or something.I know how to convert metallic workflow to specular workflow, but there's still something missing; the diffuse always looks too dark and lacking detail. Like it's missing a layer of something Link to comment Share on other sites More sharing options...
Pixelhate Posted March 15, 2021 Share Posted March 15, 2021 (edited) Apart from not being real PBR, I know next to nothing about FO4 texture system, you'll probably find tutorials on Yt about how to adapt them for FNV.If I have to use PBR textures in FO3-FNV, I usually:- take the AO and overlay it on the Albedo.- use the Opacity to make the diffuse Alpha.- use the Specular or the Roughness or a combination of both for the Normal Alpha.- use the Emissive for the Glow Mask.- use the Height for Parallax.- use the Specular or the Roughness or a combination of both for EnvCube Mask.Not every Textures are used every time. Filters and adjustments are often done in Photoshop - Gimp - Paint.net to make it work in the old rendering engine. Edited March 15, 2021 by ExhalePit Link to comment Share on other sites More sharing options...
nognow Posted March 15, 2021 Author Share Posted March 15, 2021 Apart from not being real PBR, I know next to nothing about FO4 texture system, you'll probably find tutorials on Yt about how to adapt them for FNV. If I have to use PBR textures in FO3-FNV, I usually:- take the AO and overlay it on the Albedo.- use the Opacity to make the diffuse Alpha.- use the Specular or the Roughness or a combination of both for the Normal Alpha.- use the Emissive for the Glow Mask.- use the Height for Parallax.- use the Specular or the Roughness or a combination of both for EnvCube Mask. Not every Textures are used every time. Filters and adjustments are often done in Photoshop - Gimp - Paint.net to make it work in the old rendering engine. From my research:Albedo or (Albedo x AO) x Metal = diffuseAlbedo or (Albedo x AO) x Inv. Metal = specor via this method(slightly different results): https://marmoset.co/posts/pbr-texture-conversion/#metaltospecInv. Roughness = Glow So that's obviously very straight forward and simple. But in practice, it doesn't look good in-game. Metals are too dark because the original meshes lean heavily on shaders.Here's a comparison of a rendered model, and an in-game demo of this https://gamebanana.com/models/3666. Link to comment Share on other sites More sharing options...
nognow Posted March 25, 2021 Author Share Posted March 25, 2021 Sure. Just use specular map as an alpha channel on normal maps. Apart from not being real PBR, I know next to nothing about FO4 texture system, you'll probably find tutorials on Yt about how to adapt them for FNV. If I have to use PBR textures in FO3-FNV, I usually:- take the AO and overlay it on the Albedo.- use the Opacity to make the diffuse Alpha.- use the Specular or the Roughness or a combination of both for the Normal Alpha.- use the Emissive for the Glow Mask.- use the Height for Parallax.- use the Specular or the Roughness or a combination of both for EnvCube Mask. Not every Textures are used every time. Filters and adjustments are often done in Photoshop - Gimp - Paint.net to make it work in the old rendering engine. I noticed that most FO4 and even some NV normals have a flipped blue channel.From what I know, the blue channel isn't used by either game.What gives? Link to comment Share on other sites More sharing options...
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