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[Tutorial] Ripping Guide for Animal Crossing New Horizons
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(04-29-2020, 03:15 PM)Username123 Wrote: @thezebradude1 I think I figured out where to check which channel is used for what. But I not sure.

There is a small plus next to the 3D object in the Switch Toolbox. If you press it, the material folder will be displayed. Press on one of the materials it contains. And on the right side, you will see different tabs press "Shader Options". In the list that is now displayed, "material_select_roughness_channel" is included. Blathers shows the number 2 there, which I think means the green channel is responsible for the roughness. With the ironwood chair and many other pieces of furniture, the number 3 is displayed, i.e. the blue channel. I'm just not sure whether the number 0 means that the alpha channel is used or whether it simply means that no channel is intended for it. It is also worth noting that "material_roughness" is included in the Parameters tab with a corresponding value that is not always 1.

I was also wondering what exactly you do with a gray-scaled diffuse/base color map

Grayscaled textures are made this way to be tinted with some parameters, something like Link’s tunic on OoT on N64.

If you want to do something with them, use an art program (I use Paint.NET).
Fill a separate layer with color over the gray texture, multiply over it, and it should be tinted.

I’ll keep what you said in mind, but see if you could find a “4” corresponding to these materials.
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RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - by thezebradude1 - 04-29-2020, 04:12 PM
How to fit the animation in NPC? - by chomil96 - 12-07-2021, 03:37 AM

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