11-14-2015, 09:32 PM
(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...