Product Chat / [SOLVED] A question about textures.

Author
Message
Earthling45
8
Years of Service
User Offline
Joined: 3rd Sep 2016
Location: Zuid Holland Nederland
Posted: 16th Mar 2020 09:16 Edited at: 16th Mar 2020 09:22
I've been away to long from GG and have a question about the textures.
It is unclear to me if there should be a roughness in the alpha channel or a specular map?
For the tree i have a roughness map renamed to gloss without inverting this map.
For the rock texture on the terrain however, i've had to invert the roughness texture (thus darker) before adding it to the alpha of the diffuse map, otherwise i have a shiny effect on the rock.
Am i doing this how it should be done?
For the terrain i have rocky_D with an inverted roughness in the alpha and of course the normal map.

The author of this post has marked a post as an answer.

Go to answer

Attachments

Login to view attachments
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 16th Mar 2020 10:17
This post has been marked by the post author as the answer.
For PBR models you use the roughness map renamed to gloss like you are doing - tis weird but it is GG

For terrain you use the alpha channel in the _D to control how shiny it is (so white to black)
I usually use the diffuse it self, gray scale it, adjust the levels, and copy that into the Alpha channel - trial and error for shininess.

Also if you are using the 16 terrain system you can save the _D as PNG 32, as gg creates a huge atlas for the terrain anyhow.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
PM
Earthling45
8
Years of Service
User Offline
Joined: 3rd Sep 2016
Location: Zuid Holland Nederland
Posted: 16th Mar 2020 10:30
Ahh, thanks for your reply, this clear things up.

I've noticed that it is quicker to use .dds though because the loadtime for a .png is quite longer.

OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 16th Mar 2020 21:38
Ah OK never tried using dds for 16 Terrain except for the _N, since Lee said only need to use PNG for _D
But either way it is only while it makes the atlas....

Don't forget to use a variation image - makes a huge difference


OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 16th Mar 2020 21:47
i thought slot 0 was the hard edge slot

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Primary Laptop:
i5, NV1050 4GB, 8GB memory, 1x 1TB HDD, Win10.

Secondary Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 17th Mar 2020 04:44
Na first slot paints over anything with out the terrible banding - use it for paths...

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
PM

Login to post a reply

Server time is: 2024-11-23 20:01:25
Your offset time is: 2024-11-23 20:01:25