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Hot Wheels Unleashed and the joy of unknown PBR textures - Printable Version

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Hot Wheels Unleashed and the joy of unknown PBR textures - Scar7752 - 12-28-2021

Basic info: Hot Wheels Unleashed is a game for most modern consoles and PC. It runs on Unreal Engine 4, so it's easy to rip textures and models from. I've been importing everything into Blender with ease for the most part.

However.

Likely due to limitations of UE Viewer, we don't know exactly how materials are assigned for things like roughness and metallic properties. That wouldn't be too bad, we could just find what works for one car and use the same settings for the rest, right? They surely wouldn't use different formats for different cars...

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So what is and isn't known:

Every material can have the following textures: BaseColor (_BC), AmbientOcclusion (_AO), Normal (_N), PBR (_PBR), and ClearCoat (ClearCoat_[id]_M). There's also imperfections (Imperfections_[id]_M) and scratches (Imperfections_[id]_N) which I believe are from hitting the wall a certain amount of times, plus there's a "fake AO" (ground shadow) for each car.

While most are self-explanatory, PBR textures seem to be Specular for the red channel, then Metallic or Roughness for blue and green channels which differ depending on the car.edit i messed up before, it's Specular Roughness and Metallic. I'm not sure how ClearCoat textures are assigned, but it seems to be either a white red channel, black blue channel, and a detailed blue channel, or a detailed red and blue channel with a black green channel.

Since not every car uses texture channels the same way, is there a way to tell for certain which to use without just making an educated guess?

Sample car: Car_036

I'm also not sure what the right values are for glass/transparent plastic. There's usually a "Const Alpha" parameter that seems to control an alpha value, but it's lower than expected.