06-05-2016, 10:25 AM
(This post was last modified: 06-05-2016, 10:31 AM by The 100 Mega Shock!.)
(06-02-2016, 11:55 AM)11th Wrote: I finally had a bit of free time to toy around with converting the models and... this is surprisingly easy. (Granted, the last time I looked into it was last year.)
Sentret is almost ready, but before I upload anything I do have one question. What are the the grayed out and "xtra" textures for, if anything?
Edit: Actually, make that two questions. I've never actually used the normal maps for the X/Y models until now, but they don't seem to be rendering correctly. Does Blender just not like them, or did I forget to do something when applying them?
The greyish-colored maps are used in game as a way to match the shaded color with the pre-baked areas of shadow in the textures and also create a "shadow diffuse" map that flattens most of it out.
(12-29-2014, 08:20 AM)nbdown1 Wrote: Some info and a question
Below is a picture for reference, but just some info for people regarding texture maps associated with the models. I've used Eevee for this example but the same logic applies to any Pokemon model.The exact same naming convention applies to the eyes and mouth.
- Body1 = Texture Map
- BodyId1 = Height map for Pokemon-Amie (Brighter marks are the places to pet for happiness)
- Body2 = Not sure what this is, could anyone tell me??
- BodyNor = Object Space normal map (Note: This is not the same as a tangent space normal map)
- BodyNor_Alpha = Cutoff Ramp for cell shaded (styled) shadowing
I hope I've helped someone
(12-29-2014, 08:54 AM)Random Talking Bush Wrote:(12-29-2014, 08:20 AM)nbdown1 Wrote:Peardian and I were discussing that earlier when I started uploading the Pokémon X/Y models, and he figured out that it's essentially an "inverse shadow mapping texture". That is to say, if you multiply that texture against the original (using "Linear Light" in Photoshop)...
- Body2 = Not sure what this is, could anyone tell me??
plus
equals
And there goes most of the shading! As for the "ID" textures, yeah, each colour value actually corresponds with the kind of effect you get from touching it -- default petting, likes and dislikes, hot-to-the-touch, sharp, gooey, icy, et cetera. Unfortunately I lost the listings that I had -- Peardian had the funniest idea for a replacement texture idea for that.