Hey there, i am very new to the process of importing models and properly assign materials to them. I got a model to learn the way of importing, but i dont have any idea how to make this the way it should look like… Its a model from the Character Arthur Morgan from RDR2. It would be awsome if somebody could help me.
Thanks a lot!
Paul
thanks, i resetted the textures and assigned a material for each part. But could you help me assigning the textures from the tgas correctly, i dont get them to look like in the picture… Especially the hair. Would be so nice
Did you set your Alpha Blend Mode under the Material Viewport Display > Settings > Blend Mode? ( Cycles ) Under Settings ( EeVee ) @oo_1942 looks as if they used Alpha Hashed ( EeVee or Cycles)
What you need to do is, don’t look at the textures, but look at the channels RGB…These are all channel-packed images…
I don’t know the designations either ( but since it is an in-house game engine) they can get away with naming as they want…the Obvious one is .ALB for Albedo…but after that who knows…best to look at the split RGB and figure the out from there…
But I also can promise you if you use one in a certain way, the next will work differently…
Pick what looks best for you
Note: You sure picked a monster for your first texturing project!
Its a game - so some of those maps are likely to be damage maps. If you have played the game you may recognize blood stain shapes or similar in the image channels. That may help you work out the mess…
The nodes appear to have the same connection.
It is the same except that you created a new Principled BSDF node without using the previously configured Principled BSDF.
And cycle rendering…
I did a bit more looking and have found that the MA and MB designations are from Maya…
Where MA is saved from Maya as AscII, and MB is Binary…
Whatever the original texture/material shaders were are mostly Baked now into the .tga files.
Several of which the .MA and the .MB are identical, but some are entirely different…
What I did was to add both to a material with a split color and look through both of them…then decide which I would use and for what purpose…several are best used from the Red Channel as Masks…I didn’t use anything from them for metallic, as it was better to just set metallic to 1.00 and rely on the Roughness and Normals ( sometimes Specular ) to get something that looks…good…
For the Hair, I first added a subdivision surface and set it at a single subdivision (which seemed sufficient)