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Help with applying unusual textures from AI: The Somnium Files
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The colorful textures are channel packed textures, they are using the image color channels [RGBA] to store multiple texture maps. You can read more about this here: http://wiki.polycount.com/wiki/ChannelPacking

"c01_date_face_F"' with the color channels split:

[Image: attachment.php?aid=15291]

"c01_date_face_Fsub"' with the color channels split:

[Image: attachment.php?aid=15290]

To use the RGB textures in Blender, use an image texture node attached to a "Separate RGB" node. Set the image texture Alpha to "Channel Packed" to avoid the alpha channel darkening the other channels. You can use the alpha channel with alpha node on the image texture.

[Image: attachment.php?aid=15289]



Having not played this game myself, I do not know the different uses for the "D_D" textures and "D_I" textures.



For "c01_date_face_eyeblood", it might be an emission texture, or just meant to be used as a color texture, or maybe it is meant for an effect.

Trying to use the texture as is looks like this. Perhaps it is meant to look like this, I would not know [I'm using blue to keep it family friendly, heh].

[Image: attachment.php?aid=15288]

My other idea is that it is meant to be used in a 'blood drip' effect. If you use the texture hooked up to a Color Ramp set to Constant and drag the white slider, you'll see what I mean.

[Image: attachment.php?aid=15287]

If my guesses are incorrect, it would help if you could provide some reference materials.


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Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid.

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RE: Help with applying unusual textures from AI: The Somnium Files - by Jasper7438 - 01-01-2023, 04:28 AM

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