9/22/2023 0 Comments 3d object converter extract modelOne way would be to extract different textures from one. _AR has the albedo (brightness/color) texture in it’s red, green and blue channels and the roughness (“glossiness”) texture in the alpha channel, _NO has the normal map (fake geometry) in its green and alpha channels and the occlusion texture (fake lighting) in its blue channel (if memory serves, this one is especially weird), and _PMDG has the paint (little details like hull markings) texture in red, material (which material goes where on the hull) texture in green, dirt texture in blue and glow mask (where the lights are) in alpha. You will find textures called _AR, _NO and _PMDG. It was changed by CCP how textures work some time ago (there is a lot of stuff baked into one DDS file) and triexporter did not update for some time… It doesnt show the texture very nicely in that triexporter window.
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