@Rector
Quote: ".... the materials tab it has Albedo, Normal, Surface and Emissive."
Quote: "So , How about along with the description, that you also add a small thumbnail of what that type of file
actually looks like so we don't have to go back and forth between GGM & Google?"
I imagine that this will all be added to the Online Users Manual eventually..
But for now here be a basic explanation for you:
Here be a model:
And these are the textures it uses:
The Albedo and the Normal map:
Albedo defines the color of the model - no detail other than color of the bits that make up the model
Normal defines dents and bumps - this allows fake detail while reducing the number of tri's that make up the geometry of the model
Surface maps are a packed texture (RGB Channels) that combines three maps that are used by the engine to give the model more detail
This be very basic info regarding the purpose of the three textures in the Surface map
R - Ambient Occlusion - defines ambient lighting on the model - darker crevices for example
G - Roughness - defines detail like scratches and grime
B - Metalness - defines if parts of the model should appear like metal or not
Emissive maps are what provide illumination info for the model
The above model does not need one - but here is an example of one that does:
Belidos did a much more exhaustive post on
texture sets some time ago in the GGc section
Wizard posted a very easy to follow thread on
Creating Max Surface Textures using Materialize
GraPhix has some simple tools to help create your textures as well over here
GraPhix Apps on the store
Hope that helps
OldFlak....
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aka Reliquia