09-07-2019, 10:44 PM
First of all, sorry for my bad english.
Taking that out, now here comes my problem:
For months I've try to render 3D models on 3D Max from games like Final Fantasy Mobius and Dissidia NT, but, for my lack of knowledge on Textures had giving me issues of were put each texture on either using Standard or Mental.Ray texture options.
In general, the texture of Mobius looks like this:
Dissidia NT it is kind more complicate:
I only use 3D Max because it is the only tool I get more familiar to use. I try Blender and it often end on not getting how use it or don't understand a thing of how use it.
Couldn't install Vray on 3D Max, because last time I try, it end crashing 3D Max every time I try to open it.
I use 3D Max 2015 as I forget to mentioned it.
I can upload the files, but, I mostly can upload the uncompressed data of the model of Bartz, because after unpacked it reach 120mb, compared with they 32mb compressed, if anyone ask too.
Same with the Final Fantasy Mobius Chocobo model data & texture, but, uncompressed.
Taking that out, now here comes my problem:
For months I've try to render 3D models on 3D Max from games like Final Fantasy Mobius and Dissidia NT, but, for my lack of knowledge on Textures had giving me issues of were put each texture on either using Standard or Mental.Ray texture options.
In general, the texture of Mobius looks like this:
The 3 textures the models have:
By what on this post says https://www.vg-resource.com/thread-31640.html
My problem so far it is how add Ambient Occlusion as texture and not as an scene texture as I search around.
All what google says about Ambien Occlusion are reference to the scene, more to separate models, in either standard or mental.ray form.
Beside the Metallic/Reflective texture
By what on this post says https://www.vg-resource.com/thread-31640.html
(09-15-2017, 02:15 AM)Hallow Wrote: [ -> ]The _M01 texture is a masking texture that holds the Ambient Occlusion, Emission, and Metallic Maps. The Alpha channel is usually the Ambient Occlusion, Blue is usually the Emission, Green is usually Metallic/Reflective, and I'm not sure what the red channel holds. The Normal Map's (_N01) Alpha holds the Specular Map. Visual:
My problem so far it is how add Ambient Occlusion as texture and not as an scene texture as I search around.
All what google says about Ambien Occlusion are reference to the scene, more to separate models, in either standard or mental.ray form.
Beside the Metallic/Reflective texture
Dissidia NT it is kind more complicate:
For begging with it, the texture are often compose of 4 separate textures: Base, Bump/Normal Map, Dirt and other of red/blue color. In hair, it is 5, being the extra one of green-blue colors.
Green one looks like this by each color channels:
Blue/Red ones looks like this the channels:
Base one of the head often comes with an Alpha channel:
And the extra and rare ones of the hair:
In general speaking, they're complicated, at least for me to figure out which each part of the channels goes on what part of the Material browser of 3D Max, except the Base & Normal_Map.
Green one looks like this by each color channels:
Blue/Red ones looks like this the channels:
Base one of the head often comes with an Alpha channel:
And the extra and rare ones of the hair:
In general speaking, they're complicated, at least for me to figure out which each part of the channels goes on what part of the Material browser of 3D Max, except the Base & Normal_Map.
Couldn't install Vray on 3D Max, because last time I try, it end crashing 3D Max every time I try to open it.
I use 3D Max 2015 as I forget to mentioned it.
I can upload the files, but, I mostly can upload the uncompressed data of the model of Bartz, because after unpacked it reach 120mb, compared with they 32mb compressed, if anyone ask too.
Same with the Final Fantasy Mobius Chocobo model data & texture, but, uncompressed.