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What's up with Splatoon's textures? - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: What's up with Splatoon's textures? (/thread-28169.html) |
What's up with Splatoon's textures? - Poyo - 11-14-2015 Recently, I was playing around with the model of Callie from Splatoon, and I noticed some strange stuff in the textures. Here, I'm using her funky dress as an example. ![]() Of course, there's pretty clearly the three main maps you'd see in a Nintendo model: ![]() ![]() ![]() The texture, the specular, and the normal maps. The specular map looks funky, but that's nothing special; the dress just looks that way. The file names are as follows: Code: M_Spangles_Alb.png I'm not sure what alb stands for, but it's clearly the color map. Spm and Nrm are SpecularMap and Normal, respectively. Here's another example: the weird sashimi thing on her head. ![]() In addition to the three expected Alb, Spm, and Nrm maps... ![]() ![]() ![]() ...There are also three other maps labeled Tcl, Emm, and Rft. ![]() ![]() ![]() I'm assuming Emm is for Emission, to control the light given off by the slab of raw fish on Callie's head, but I simply cannot think of what Tcl and Rft could be. Oh yeah, and don't get me started on inkling color or jellyfish transparency. RE: What's up with Splatoon's textures? - Random Talking Bush - 11-14-2015 Alb = "Albedo". Basically, like you said, the default texture colors. Also known as "diffuse map". Emm = "Emissive map". Yep, you got it. Uses its colour intensity as a transparency, isn't affected by lighting... usually. Nrm = "Normal map". Adds extra lighting/shaping detailing, more often than not based off of a higher-poly model used for renders. Rft = "Reflection map". In the case of the "line" textures like for the sashimi patty, it's actually a lightwarp, where the shading changes colour from left-to-right depending on the intensity. Spm = "Specular map". The phong highlights will shine back with the colours used in that texture. Tcl = "Team colour". It's used for the in-game... well, team colourization like for the Inklings' hair. It uses itself as a transparency and overlays the "Alb" texture with whatever colour you choose. Trm = I actually don't know what the abbreviation for this is meant to be, but I think it's for the phong strength. Or the exponent (the size of the specular shine around certain areas). I'm actually not sure! That's about all I can say on the matter, I haven't experimented with extra texture detailing too much and of course, have no way of testing changes to 'em in-game to check for differences. RE: What's up with Splatoon's textures? - Poyo - 11-14-2015 (11-14-2015, 03:09 AM)Random Talking Bush Wrote: Alb = "Albedo". Basically, like you said, the default texture colors. Also known as "diffuse map". Nice! That's pretty cool. I was wondering about how the team colors are implemented. ...This will be a pain to recreate with Blender's nodes. I can't decide if I want to switch to non-photorealistic Blender Internal, or approximate with Cycles... RE: What's up with Splatoon's textures? - dlfon99 - 01-23-2017 The Trm texture on the inkling girl looks like a low resolution, low sample, ambient occlusion bake, but there weren't even Trm skin textures for some other characters. It is the oddest thing... RE: What's up with Splatoon's textures? - crimpycrayon43 - 01-28-2018 (11-14-2015, 03:09 AM)Random Talking Bush Wrote: Alb = "Albedo". Basically, like you said, the default texture colors. Also known as "diffuse map". TRM is used in MGS5 and they use it for subsurface scattering. so maybe it's the same deal here RE: What's up with Splatoon's textures? - ModelFox - 03-24-2018 and for mtl, rgh and sss ? Please could someone answer quick ? RE: What's up with Splatoon's textures? - N1AF - 03-24-2018 (03-24-2018, 09:27 AM)ModelFox Wrote: and for mtl, rgh and sss ? Please could someone answer quick ? Metalness Roughness Subsurface scattering |