01-05-2024, 09:58 PM
(This post was last modified: 01-06-2024, 06:27 PM by applecuckoo.
Edit Reason: Add explanation for each texture
)
Hello! I'm working on a setup right now with Tails' model to give you an idea of what it should look like. BTW the weird colouring is not a texture problem, it's because Blender is setting the metallic to 1 by default for whatever reason.
I don't know the exact texture layout, but the shader graph should look something like the attached image. The frames 'containing' the nodes are for clarity.
Anyways:
ABD is an albedo map, so it goes right into the Base Color socket.
NRM is a normal map, so set the Color Space as 'Non-Color' and pass it through a Normal Map node.
PBM is basically as you say, but there's also another map packed into the alpha channel. The settings for this map would be the Non-Color color space and a channel-packed alpha. To get the channels from the RGB portions, you'd need to use a Separate RGB node.
No idea what the CDR map does, but I think you can safely ignore it.
I don't know the exact texture layout, but the shader graph should look something like the attached image. The frames 'containing' the nodes are for clarity.
Anyways:
ABD is an albedo map, so it goes right into the Base Color socket.
NRM is a normal map, so set the Color Space as 'Non-Color' and pass it through a Normal Map node.
PBM is basically as you say, but there's also another map packed into the alpha channel. The settings for this map would be the Non-Color color space and a channel-packed alpha. To get the channels from the RGB portions, you'd need to use a Separate RGB node.
No idea what the CDR map does, but I think you can safely ignore it.