12-23-2022, 07:09 PM
(This post was last modified: 12-23-2022, 07:13 PM by Sir Teatei Moonlight.)
Yeah in terms of submitting to tMR, it's generally accepted that anything about materials aside from the base colour texture cannot survive export/import. About all you can do is have the right settings in your preview images, and/or include a readme file if anything complex needs explaining.
https://wiki.vg-resource.com/What_Makes_...s_Resource Wrote:Materials and Shaders can have a lot of different features, some of which are custom-built for a certain game's engine. Most of these are not supported by common model formats, and the features that are supported can often be interpreted in different ways. Two different programs could read the same specular highlight settings in two different ways. Because of this, there is no reason to try and recreate the exact appearance of the materials as it looks in the game. The only part of the material that matters is the main color texture. Even if the texture isn't used as a color/diffuse/albedo map, it should be assigned to the material as if it were. If a model has multiple UV maps that you've split, use the texture that corresponds to correct UV map.