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What's up with Splatoon's textures?
#1
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.

[Image: 88uvKSs.png?1]

Of course, there's pretty clearly the three main maps you'd see in a Nintendo model:

[Image: iqxCGsK.png] 
[Image: Kv6QMLu.png]
[Image: rjZqH5q.png]

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
M_Spangles_Spm.png
M_Spangles_Nrm.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.

[Image: xY9yLoF.png?1]

In addition to the three expected Alb, Spm, and Nrm maps...

[Image: ys86eQo.png]
[Image: yVamaeu.png]
[Image: isCj8cW.png]

...There are also three other maps labeled Tcl, Emm, and Rft.

[Image: 8970PTk.png]
[Image: QFM9wEP.png]
[Image: kxFjJD6.png]

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.
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#2
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.
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#3
(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".
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.

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...
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#4
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...
Like a page from a self help book...
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#5
(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".
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.

TRM is used in MGS5 and they use it for subsurface scattering. so maybe it's the same deal here
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#6
and for mtl, rgh and sss ? Please could someone answer quick ?
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#7
(03-24-2018, 09:27 AM)ModelFox Wrote: and for mtl, rgh and sss ? Please could someone answer quick ?

Metalness
Roughness
Subsurface scattering
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