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Shaders for COD: Ghosts - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: General Ripping (https://www.vg-resource.com/forum-145.html) +--- Thread: Shaders for COD: Ghosts (/thread-42015.html) |
Shaders for COD: Ghosts - maer92 - 09-14-2023 Hey all this my first time posting here so apologies in advance if I'm not following guidelines ![]() I have been extracting assets from CO ![]() I'm having a hard time shading the whole thing and that's what this post is about. Ninja ripper's blender importer assigns texture maps to the objects already so that's a great help. The problem is that in most cases I dont really know how to connect them to my principled BSDF shader. for the purpose of opening up those questions I'll bring only one of the ojects as an example: 1- As it imports, there is one colored texture which sometimes only has to pass through a TRANSPARENT BSDF because it has an alpha channel: texture attempt of a shader 2- next I can also see what I interpret as a specular or roughness map but it has an alpha channel, which in my ignorance I see as strange: map: 3- then there is this, no idea what that is: 4- Then an HDR with something that looks a bit like my scene: 5-Another HDR but with a pixel-looking grid: 6-finally what I think would be a displacement map, but a bit less blueish than what I found in google: Here's my blender file with the shader connected as I could interpret everything: https://drive.google.com/drive/folders/12uvv9rK-U7MIqHeSDxuuw3VnOEejDCu3?usp=drive_link I would appreaciate any advice from tutorials to more concrete comments on how everyting is connected in order to make my scene look the closest to how the game looks: Thanks everyone for reading ![]() |