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[Tutorial] Ripping Guide for Animal Crossing New Horizons
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(05-11-2020, 04:49 AM)Fluffy McMalamute Wrote:
(05-10-2020, 05:12 AM)dogbiscut Wrote:
(05-07-2020, 02:58 PM)Random Talking Bush Wrote: Figured I'd leave this here since I've been trying to make sense of the shader setups. Here's a list of all of the texture suffixes I've seen / should be used for submissions:

Code:
_Alb = Albedo, RGB = diffuse, alpha = trans (_Crv)
_AlbEx = Albedo layer
_AlbGry = Albedo, greyscale
_AlbOry = Albedo layer
_Crv = Trans (normally the alpha channel of "_Alb", only seen separately with "mydesign" models)
_Dit = Dither pattern
_EdgCod = Edge light coordinate color
_Emi = Emission
_EmiOry = Emission layer
_Emm = Emission, alternate ("_Emi" is more commonly used)
_EmmOry = Emission layer, alternate
_ETxt = Emission for "Countdown" text
_FlrGrd = Floor color grid? (Only one is "RoomTexShareTextureFloor_FlrGrd")
_FlrOcm = Floor occlusion map?
_Grd = Color grid
_GrdEdge = Color grid, edge (Only used for Grass and GrassSnow)
_Hgt = Height map?
_Ind = Bump map?
_Mix = Various, combination of occlusion ("_Ocl"), edge light coordinate ("_EdgCod"), roughness ("_Rgh"), metalness ("_Mtl"), and specular ("_Spc")
_Mix2 = Various, only used with "ReFabric" materials
_Mtl = Metalness
_Nrm = Normal map
_Nrm2 = Secondary normal map
_Ocl = Occlusion
_OclMlp = Occlusion, alternate?
_OP = Opacity
_Rft = Lightwarp
_Rgh = Roughness
_Sft = Lightwarp mask?
_Spc = Specular
_Spm = Specular, alternate name

Additionally, it seems all clothing (or at least the shirts specifically) follow the same pattern for their "_Mix" textures -- R = _Mtl (metalness), G = _Ocl (occlusion), B = _EdgCod (edge light coordinate), A = _Rgh (roughness).
Would you happen to know why the normal map is doing this? 
Here it is without the normal map,

then plugged in it makes everything black,

but when the map is inverted then the back side almost looks right, just without lighting.

and then when it's all exported and in HLMV it's super shiny. 

I have absolutely no idea what I am doing.

Took me a sec to find which door you were using. May I ask if you modified the model at all? Is the Normal Map different colors?

When applying the materials as-is to the door after exporting and splitting the MIX map, only issue I am having is the Edge Light (I think that is what it's called?) is extremely bright and the normals look inverted on the wood parts of the door. Attached is my example (no edge lighting).
I haven't changed anything on the model. What do you mean by the normal map having different colours? I've attached all the maps I had. The way I applied the mix map was by using the separate RGB node. I do not know how to use the _Ocl or _EdgCod after I separate them out though.

I've also noticed that a lot of these maps look better after going through an invert node with the exception of alb colour.

A good example is the CuteClock. I did pose the bones.

This is the clock with the maps applied as Random Talking Bush laid them out.
   


This is just OP inverted
   

This is OP and roughness inverted
   

So I'm not sure if this inversion should be applied to every other object and to every map.


Attached Files Thumbnail(s)
           
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Messages In This Thread
RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - by dogbiscut - 05-11-2020, 06:01 AM
How to fit the animation in NPC? - by chomil96 - 12-07-2021, 03:37 AM

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