10-26-2021, 01:07 PM
(10-26-2021, 12:10 PM)dalek_kolt Wrote:(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote: Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.
Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models.
These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work.
on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.
Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model.
So I'll probably be exporting fx-less models in the future. But I did notice that the fx meshes did have some vertex colors, so it's possible that there isn't any base color textures for them.
In the meantime, I have uploaded all the FX textures I saw associated with Samus if you want to try mapping them to the FX meshes somehow.
Alright, that's understandable; the FX stuff usually does cover most of the models, anyway.
Okay, that's interesting. The Vertex color is probably for color and for texture movement- I've seen it done before even if I don't know how to do it.
Thanks, just downloaded that as I was reading. The FX meshes actually have UV data, so most of them would require textures.
Honestly, I'll take whatever you can put out; doing stuff like this is fun for me.