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Texture types
show user profile  vit3z
So I`ve got these texture types with a model:
and
They are both of the same model. There are 3 more textures, one diffuse, one specular and one bump map. I only don`t know what are these for so if anyone could help me and tell me for what they are.
read 367 times
1/30/2012 7:37:00 PM (last edit: 1/30/2012 7:37:00 PM)
show user profile  LionDebt
I personally have no idea. What game/engine is the model used within? Maybe that can give us a hint.
read 360 times
1/30/2012 7:49:44 PM (last edit: 1/30/2012 7:49:44 PM)
show user profile  vit3z
Well the game in question is Warhammer 40000: Space Marine and the engine is I believe Phoenix Engine.
read 354 times
1/30/2012 8:08:30 PM (last edit: 1/30/2012 8:08:30 PM)
show user profile  horizon
Do you have access to the engine's material editor? Maybe the entries that can hold a map there would tell us something.


read 352 times
1/30/2012 8:11:11 PM (last edit: 1/30/2012 8:11:11 PM)
show user profile  vit3z
Nope.
read 349 times
1/30/2012 8:16:31 PM (last edit: 1/30/2012 8:27:24 PM)
show user profile  vit3z
OK so after a bit of surfing the Web i`we found out that the red texture is actually a reflection map.
read 340 times
1/30/2012 8:45:11 PM (last edit: 1/30/2012 8:45:11 PM)
show user profile  Dave
I can only really guess, we used something similar to the top one on Explodemon. We simply called it an "effects map"... vague, sure. But what you've got there, plain as day... are 3 colours. R,G and B.

As for what those colours do, it could be a range of things. I think for ours we set it to something like:

Red = Self Illum
Green = AO
Blue = Reflection

But, this sort of stuff was made in-house... and I recall Valve having their own in-house stuff that uses similar methods, but they would use colours to "tag" areas of textures that would change/mix with another texture (I think).

Chances are, the two maps you have there are the same map types. You can easily identify areas of green and blue in the second texture. So, it's simply using more "Red" for it, whatever that may be.

"I flew over Egypt once"

read 332 times
1/30/2012 9:21:26 PM (last edit: 1/30/2012 9:22:03 PM)
show user profile  vit3z
So where do I put it then in the material editor in 3ds max. When I put it either as reflection or refraction map my model turns red in the viewport and at rendering.
read 310 times
1/31/2012 6:52:11 PM (last edit: 1/31/2012 6:52:11 PM)
show user profile  Garp
You don't.
They use a color convention proper to the engine they're intended for.
If you can figure what that convention is, you can recreate the corresponding maps using max's convention.




read 304 times
1/31/2012 8:04:55 PM (last edit: 1/31/2012 8:05:23 PM)
show user profile  horizon
You could extract the channels in Photoshop to get b/w images and try each of them in every material map slot in max, see what looks right.

Not a great method, but seems it's the only way.
But why do you need to determine what they do if you don't plan on putting it back in the same engine after whatever changes you do. What's the final purpose of this?


read 284 times
2/6/2012 2:10:19 AM (last edit: 2/6/2012 2:10:19 AM)
show user profile  vit3z
I was just curious because every other texture seem to fit in where they should, so I thought they might serve a purpose too.
I will try that with Photoshop tho.
read 264 times
2/6/2012 1:16:10 PM (last edit: 2/6/2012 1:25:13 PM)
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