Hello, Blender Artists!
I’m fairly new to Blender and software like this in general, and have been struggling to wrap my head around some things, especially as it pertains to textures.
I’ve imported models from Batman: Arkham Origins (an Unreal Engine 3 game) and while I’ve been able to piece together what diffuse, normal, and alpha textures are and where they plug into, I’m not so sure about these other ones.
These are “M”, “OP”, “SP”, and “S” (only for hair models), with some visual reference:
I’ve taken my best guess at where these are supposed to plug in. I put “M” in Metallic, “OP” into an Invert Color node which plugs into Roughness, “SP” into Specular IOR, and “S” into Specular IOR too.
Now, all this has given me the result I’d like, but I would still like to understand it better. Knowing what I’m working with will help me with future imports, and any guidance would be greatly appreciated.
I should note that these models all come with a “MaterialInstanceConstant” text document which contains all this technical stuff I don’t understand. Here’s an example:
Parent = Material3'Gotham_Character_MasterMAT.Material.Character_Base_v2_MAT'
ScalarParameterValues[7] =
{
ScalarParameterValues[0] =
{
ParameterInfo =
ParameterValue = 2
ParameterName = SSS_Radius
}
ScalarParameterValues[1] =
{
ParameterInfo =
ParameterValue = 0.4
ParameterName = SSS_Intensity
}
ScalarParameterValues[2] =
{
ParameterInfo =
ParameterValue = 0.2
ParameterName = Reflection_Intensity
}
ScalarParameterValues[3] =
{
ParameterInfo =
ParameterValue = 25
ParameterName = Cloth_Detail_Tiling
}
ScalarParameterValues[4] =
{
ParameterInfo =
ParameterValue = 1
ParameterName = Metal_Detail_Intensity
}
ScalarParameterValues[5] =
{
ParameterInfo =
ParameterValue = 0.5
ParameterName = Skin_Detail_Intensity
}
ScalarParameterValues[6] =
{
ParameterInfo =
ParameterValue = 9
ParameterName = Skin_Detail_Tiling
}
}
TextureParameterValues[5] =
{
TextureParameterValues[0] =
{
ParameterInfo =
ParameterValue = Texture2D'Copperhead_OZ.Texture.Copperhead_Head_SP'
ParameterName = Material_Attributes
}
TextureParameterValues[1] =
{
ParameterInfo =
ParameterValue = Texture2D'Copperhead_OZ.Texture.Copperhead_Head_OP'
ParameterName = Material_Options
}
TextureParameterValues[2] =
{
ParameterInfo =
ParameterValue = Texture2D'Copperhead_OZ.Texture.Copperhead_Head_D'
ParameterName = Color_Map
}
TextureParameterValues[3] =
{
ParameterInfo =
ParameterValue = Texture2D'Copperhead_OZ.Texture.Copperhead_Head_M'
ParameterName = Mask_n_Spec
}
TextureParameterValues[4] =
{
ParameterInfo =
ParameterValue = Texture2D'Copperhead_OZ.Texture.Copperhead_Head_N'
ParameterName = Normal_Map
}
}
VectorParameterValues[6] =
{
VectorParameterValues[0] =
{
ParameterInfo =
ParameterValue = { R=0.701169, G=0.737205, B=0.766744, A=1 }
ParameterName = Cloth_Modulation_Color
}
VectorParameterValues[1] =
{
ParameterInfo =
ParameterValue = { R=0.2, G=0.2, B=0.2, A=1 }
ParameterName = Metal_Modulation_Color
}
VectorParameterValues[2] =
{
ParameterInfo =
ParameterValue = { R=1, G=1, B=1, A=0 }
ParameterName = Skin_Modulation_Color
}
VectorParameterValues[3] =
{
ParameterInfo =
ParameterValue = { R=0.524066, G=0.667509, B=0.977865, A=1 }
ParameterName = Cloth_Specular_Color
}
VectorParameterValues[4] =
{
ParameterInfo =
ParameterValue = { R=0.665923, G=0.848894, B=1, A=1.4 }
ParameterName = Skin_Specular_Color
}
VectorParameterValues[5] =
{
ParameterInfo =
ParameterValue = { R=0.2, G=0.2, B=0.2, A=1 }
ParameterName = SpecularGloss
}
}
BasePropertyOverrides =
StaticParameters =
RuntimeVirtualTextureParameterValues[0] = {}
FontParameterValues[0] = {}
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None
TextureStreamingData[0] = {}
Is there anything I can do with this? Can it help with figuring out textures?
Thanks!






