Need help with Nintendo Switch texture setup - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Textures Resource (https://www.vg-resource.com/forum-113.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-117.html) +---- Thread: Need help with Nintendo Switch texture setup (/thread-42320.html) |
Need help with Nintendo Switch texture setup - FormerUser27 - 01-03-2024 I have models ripped from the 2020 Mario & Sonic at the Tokyo Olympic Games from the Nintendo Switch, but I am not exactly sure how to use the textures. I'm trying to set the models up in blender but am confused how to input the textures in the software. Each model contains the following types of textures (and what I think they're for): abd- looks like a diffuse texture, but the lightness on some of the textures is wrong (i.e. Tails's fur is gray instead of white), might be a gamma issue nrm- probably a normal map prm- i think this uses separate RGB channels for roughness, metallic, and specular cdr- I have no idea how to use this type of texture Here's a link to the models: https://mega.nz/folder/8MEwGKDR#okChiYnaaEvGsmu_WxvmrA Does anyone know how I can input these textures in Blender (principled shader) so I can get it correctly set up? RE: Need help with Nintendo Switch texture setup - applecuckoo - 01-05-2024 Hello! I'm working on a setup right now with Tails' model to give you an idea of what it should look like. BTW the weird colouring is not a texture problem, it's because Blender is setting the metallic to 1 by default for whatever reason. I don't know the exact texture layout, but the shader graph should look something like the attached image. The frames 'containing' the nodes are for clarity. Anyways: ABD is an albedo map, so it goes right into the Base Color socket. NRM is a normal map, so set the Color Space as 'Non-Color' and pass it through a Normal Map node. PBM is basically as you say, but there's also another map packed into the alpha channel. The settings for this map would be the Non-Color color space and a channel-packed alpha. To get the channels from the RGB portions, you'd need to use a Separate RGB node. No idea what the CDR map does, but I think you can safely ignore it. |