3rd Party Models/Media Chat / Metal Texture

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TazMan
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Posted: 25th Aug 2016 16:22 Edited at: 25th Aug 2016 16:32
I have done a search but cannot find if anyone has asked about this subject. What I want to know is can I transfer the metal texture map to one of the other maps say in the alpha channel. I have tried it in the diffuse map but it did not work.

I would like to do this as when I have created the texture in Substance Painter it has a shiny metal part that is just dull grey when in GG.

Substance:


What it looks like in GG:


Thanks
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unfamillia
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Posted: 25th Aug 2016 16:51
From the looks of it, you have your Albedo (colour or diffuse maps), Metal, rough, normal and height maps assigned in Substance. As you know, GG only really supports Diffuse, Specular, Normal and Illumination. (You can also chuck and ambient occlusion map in there [AO]), so, what you need to do is, take your rough map and your metal and combine them in your art program of choice. Remember, the darker areas hold less specularity (are less shiny) and the lighter areas give the most reflections. So, if you think your map isn't working properly, just boost the brightness a bit, crush the contrast to ensure that there is a clear difference between the specific areas.

Also, you might need to invert the colours on the metal map, as I believe it uses the opposite. (Black for shiny and white for dull). <-- although, I could be wrong about that.

I hope this helps you solve your issue.

Cheers

Jay.

Belidos
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Posted: 25th Aug 2016 16:58
J, what would you recommend to use when mixing them, multiply or screen, or something else, played with substance for a while myself and was stuck on this too.

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TazMan
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Posted: 26th Aug 2016 12:06
Thanks Jay.

I have done some searching on google about combining two textures together when exporting in Substance and it seems that this is not possible at the moment. So this leaves me with doing it in another application such as Photoshop. I have used Photoshop but don't have a lot of experience with it.

If I wanted to combine the two texture maps together would I do this in two layers and would one of these layers be set to multiply, the same as when I create an Ambient Occlusion layer, or would I combine them by putting one of them in the alpha layer.

When the two texture maps are combined do I then use this as the specular map?. Sorry for all these questions but I am trying to improve the texturing in my models. I started with Ambient Occlusion, which I now have an understanding of. Now I am trying to improve things by introducing things like metal and rough.

Thanks for all the help so far.
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unfamillia
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Posted: 26th Aug 2016 13:38
@Belidos & TazMan,

Quote: "seems that this is not possible at the moment"


I meant combine the textures in an art program, not substance.

Quote: "what would you recommend to use when mixing them, multiply or screen, or something else, played with substance for a while myself and was stuck on this too"


That would depend on which map is in the uppermost layer (in GIMP or Photoshop). Usually, a Metalness map will be mostly black with lighter areas that would be the most reflective. This will highlight any scratches or reflective surfaces. If you have this map in the top layer, then you would set the blend mode to Screen or lighten.

Now, a roughness map operates in much the same way, however, instead of being mostly black, they tend to closer to 50% greay, with whiter areas for reflectiveness. If this map is in the top layer, then, you set the blend mode to multiply or overlay.

These are just ideas and are not a hard and fast way of doing things. Have a play around with the different blend modes and see which result you prefer.

I still need to make that advanced texture tutorial........... Sorry!!!

Just keep in mind, nothing in this industry is set in stone; the beauty of creating models and textures is the freedom of creativity. Try different things; if it doesn't work, Microsoft have a wonderful hidden feature called 'Ctrl Z'. Now don't tell everyone about that feature, I don't want everyone to know! But seriously, when you are making your specular maps, just remember to keep the different materials in mind, how reflective should that be? Is rust dull or shiny? would that scratch be reflective on that surface?

Most importantly, have fun while doing it! You aren't revising for an exam or preparing a job that means life or death! You are doing this because it's a hobby and you enjoy it.

Now, go and create some weird looking black and white images, you crazy kids.

I will try to get the new tutorial sorted soon.

Cheers

Jay.

TazMan
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Posted: 29th Aug 2016 11:31
Thanks for all the help. I have done as said and tried it out but not really got what I want, is there a particular *.fx file that I should be using for metal.
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JackalHead
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Posted: 6th Sep 2016 14:26 Edited at: 6th Sep 2016 14:28
Until GG gets PBR if it ever does then this just cant happen. Heck they showed us the reflective map shader ages ago and it has yet to happen. Reflective mapping would make metal and glass look so much better. Its what almost every game now days uses on armor etc. Reflective/ environment.
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unfamillia
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Posted: 7th Sep 2016 00:12 Edited at: 7th Sep 2016 00:12
@JackalHead

I don't know, GG seems to be able to handle some pretty decent reflections with just the basic shaders we have currently. You just have to set the spec map properly.



Not my best work, but, I just recorded a VERY quick video to show what I mean.



Cheers

Jay.

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JackalHead
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Posted: 11th Sep 2016 19:10 Edited at: 11th Sep 2016 19:25
Theres no reflection going on in that seen. Reflection maps reflect the world around you. Theres also barely any specular.

Example of good reflection and specular VRS GG

environment reflective


Specular
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unfamillia
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Posted: 11th Sep 2016 19:17
Oh, you're talking about cube mapping. In which case, no. There is no such thing in GG. I think I misunderstood your original point.

I remember Bond1 getting something pretty cool looking in FPSC, albeit faked cube mapping, but, the effect was really cool looking.

Cheers

Jay.

TazMan
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Posted: 12th Sep 2016 10:16
Thanks for all the help but I have played around with the specular and combining the metal / rough maps in various different ways but I still have not got anywhere with it. Could there be anything I am missing like having a different *.fx file.
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unfamillia
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Posted: 12th Sep 2016 13:37
TazMan,

Can you post a screenshot of the model in GG? Make sure the entity shader is set to High in the TAB menu.

With regards to the shader being assigned in the FPE, if your model contains bones, you will need to use the character_basic.fx, if you model doesn't have bones, just use the entity_basic.fx.

Hope this helps.

Cheers

Jay.

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