Noob Blender user here. I’ve tried to apply these eye textures to the eyes, but I can’t get it to look right.
The first four are textures for the eyeball itself.
And here the four last are textures for an “eye cap” which is above the eyeball and I think it should be transparent.
I have no idea what kind of setup I should make from these in the shader editor. I couldn’t find any guide for these type of eyes. Help would be appreciated!
Well, this looks like it’s from a game engine, Red Dead Redemption would be my guess.
So, the blue ones are normal maps (openGL coded) - they have the abbreviation _Nm at the end.
Then the real-colored ones (the gloves_ab.tga says it pretty obviously) are diffuse textures (_Ab should be short for albedo). Ma could stand for metallic, though depending on the game engine it also could contain specular or roughness maps (in Blender terms).
They are most likely RGB-packed - meaning red, green and blue each represent a different type of texture map. For loading purposes they are packed into one RGB texture, works faster.
But that is something you need to test out yourself - their is no cross-platform convention for it and shaders in each platform work differently.
Setup for diffuse (albedo) and normal maps is simple: diffuse (albedo) into diffuse slot, normal map into a normal map node and then into the normal slot of the shader node. Keep in mind to switch that normal texture node to non-color!!!
For the RGB-coded textures, use a ‘separate colors’ node and try out each of the channels in different slots of the shader - most likely either metallic, roughness or specular (maybe even subsurface scattering) - or a combination of those.
They could also be ambient occlusion or masking textures to add or remove things but your guess is as good as mine.
Some of the eye_cap ones look like geometry that surrounds the eye - this could be some tear/wetness (in Blender roughness) info but not sure.
Keep in mind that there could also be an alpha channel in some of those - .tga supports alpha if I’m not mistaken. You access that through the Alpha out of the texture nodes.
Since you are brand new on BA, I am going to give you a friendly warning before you go further. Please note I am not a moderator.
As @st-fox said, this is from Red Dead Redemption.
Any kind of taking or even talking about taking assets from a game engine is strictly forbidden on BA.
It is in the guidelines,
Since this is a texture problem that comes up in game modding all the time, you get a pass for this. But I warn you to be careful about what you start requesting.