Posts: 278
Threads: 18
Joined: Aug 2014
Posts: 278
Threads: 18
Joined: Aug 2014
(06-18-2022, 04:55 PM)Sir Teatei Moonlight Wrote: my first guess is that G is ambient occlusion
the other three are unclear and it'll be hard to guess without you just trying stuff and seeing what seems right; here are some possibilities:- specularity intensity
- specularity sharpness (roughness)
- team colour modifier
- glow/emit
Yeah, I am in agreement about Ambient Occlusion being the G Channel as when I first saw it I instantly thought of that. It's the others that are really throwing me for a loop because anything I've tried in Blender just looks wrong.
If you'd like, I can share the .BLEND file so you or anyone reading can have a go yourself.
Posts: 16
Threads: 5
Joined: Nov 2018
How'd you extract the models? i was trying to get them and couldn't figure it out
Posts: 278
Threads: 18
Joined: Aug 2014
(06-19-2022, 11:41 AM)LF222 Wrote: How'd you extract the models? i was trying to get them and couldn't figure it out
I didn't, I had support from Xentex.
Posts: 83
Threads: 8
Joined: Mar 2019
if you post some renders of each channel on the full model (e.g. "all reds", "all greens", etc), that might help recognize things without needing to upload the .blend
Posts: 278
Threads: 18
Joined: Aug 2014
Update: I believe I have worked out what does what but that leaves the issue on how to set it up but I'll get into that later.
The "Mix-1" Textures are just standard Roughness (Alpha), Specular (Blue), Ambient Occlusion (Green), and Metallic (Red).
The "Mix-2" Textures, the ones that have a black backdrop with colours in front, are for the team colours in the game. Obviously the associated Channel Colour is for the colour you want to edit.
The problem is, try as I might, I cannot work out how to set them up in Blender. Hopefully someone reading this that has a better understanding of the Shader Editor can help with this.