![]() The creation method is very similar to a traditional diffuse map, but we require the map to fall in two main luma ranges for customization: If you want to add micro-details to your piece, you can request that we use our own internal atlas detail in your submission’s readme document. These can get incredibly busy and messy once they are added in-game. Avoid adding micro-details to your normal maps.Good UV mapping practices go a long way in helping your piece look its best, so check out online resources on how to improve this important skill. Optimize your UVs to get the most out of your limited resolution.You can see final resolution numbers in the Final Submission Checklist available here or in the file download. Test all of your textures at in-game resolution, and make sure you test them together at this resolution. ![]() There are multiple ways to approach this, but below are a few examples to avoid common issues we see: With our changes to texture compression, we recommend taking additional steps to ensure your piece looks the best it can in-game. All this results in maps that look different from what you would expect when you first load them, but there is reason behind it. We also pack our maps into single channels to reduce download size and draw calls, which means they will not retain color in the individual maps. The Albedo/Diffuse cannot have a strong tone and hue component baked in (examples below). We do have to craft our textures a little bit differently to allow for maximum customization. If you are new to texturing this is a constantly expanding resource to help you learn that skill. If you already have texturing experience this is an excellent tutorial on how to approach PBR materials. Warframe is a Physically Based Rendering (PBR) game. Hold SHIFT while dragging a PNG into Photoshop to get the dialog option to have the alpha come in a separate channel. It will provide several options including discarding or retaining alpha channel information, which is essential in our case. Important Note: In Photoshop, to open and save PNG files with their alpha channel intact, you must install the following SuperPNG plug-in. Tint Masks: tint masks are made up of four black and white masks packed into the RGB colour channels and one alpha channel of the TintMask texture.Scrolling Emissives: for pieces intended to have a scrolling emissive effect, you’ll want to add that to the alpha channel of your emissive texture.Where Body_ is replaced by Helmet_ Weapon_ Syandana_ Liset_ for the appropriate content type. Our naming convention for these files is: Materials must be in PNG format and include 6 files: Diffuse/Albedo, Emissive, Normal, Roughness, Specular/Metalness, and Tintmask.
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