I downloaded a free asset for Unity in FBX format, the shader was broken. While I found some explanation of Unity’s format, the naming convention leaves me a bit perplexed as does the masks.
I’m trying to figuring out which maps is what, since several of the maps are combined in the RGBA channels. The head was easy since it had Base Color (BC), Normal Map, Metallic Map, Sub Surface Shader (SSS). yet the HDRP I cannot figure out, it’s in three channels Green Blue and Alpha. The transparency mask seems to be for the SSS shaders. The masks don’t explain what they are.
Then in the rest of the materials elsewhere the Base Color disappears and I’m stuck as I can’t tell which textures are for what and what masks go where.
That is the same as a Daz Genesis 8 set of maps or Character Creator 3 maps…
?? are you using this in Blender or going to export it to Unity?
I ask cause in Blender you can dump most of those.
Really good Video on texturing …
Not an easy thing to explain! There are 2 masks for SSS the one with RED is the SS color and the trans mask is to control what the SSS affects. The HDR-P for the position you can ignore…
You have a couple that are used for Micro-Normal masking ( blending of the Base Normal with a Pore Normal Texture)…
Face set with Micro-Normal,
Thank you for the skin maps explanation and the video.
I couldn’t find the BC for the legs, arms, body, or is that a combination of other textures and nodes to build up the shader?
Info on the model says Character Creator three. I’m doing this for Blender to rig it and then over to UE4. I’m trying to figure out what textures go where and what textures are missing and what to be looking for to rebuild the shaders, because what ever flavor of FBX the shaders were not saved and have no clue what goes where and what texture RGBA channel goes to what node.
Hey what is the term for textures that use multiple channels. ARM textures is something I’ve been running into with UE4, but it was easy to figure out that was AO/Roughness/Metallic, figured some of these texture were that flavor of space saving texture technique.
It will import the FBX that CC3 exports…and auto-setup the lighting and character with the proper node set-up…save you a bunch of time and node wrangling…