Помогите разобраться с набором текста и как это сделать в Zbrush:
Color map - The "_color" texture can be 24 or 32 bit
Нужна Normal map - с этим разобрался
Mask1 -"_mask1" is a 32-bit texture and every channel is used.
Red is the detail map mask.
Green is the diffuse and fresnel warp mask.
Blue is the metalness mask which controls where the Color and Fresnel are suppressed. Works best in combination with mask 2 blue channel "tint specular by base color" which brings the color back through specular.
Alpha is the self-illumination mask, where the color is drawn from Color texture. Even if you are not using this, fill it with black and pixel of non-black in the corner of the material. This is done in order for texture compiler to keep this channel. If it is entirely black or white, it will be thrown out and the shader will think it's pure white
Mask2"_mask2" is 32-bit and again every channel is used.
Red is specular intensity.
Green is rimlight intensity.
Blue is "tint specular by base color", white color in this channel will color specular highlights by diffuse color from _color texture, black will keep specular highlights of whatever color light affecting the surface is.
Alpha is the scale factor of specular exponent from hero shader(vmt). For example, if the specular exponent is set to 16, then values for this channel of 0...255 will control exponent values from 0 to 16. Even if you are not using this, fill it with white and pixel of non-black in the corner of the texture. This is done in order for texture compiler to keep this channel. If it is entirely black or white, it will be thrown out resulting in a different texture format when compiled.
Alpha channel of 32 bit "_color"
The "_normal" texture should be 24-bit and use the 3dsmax format(red channel is left; green is up; blue is top). If you aren't creating a custom normal map, use a flat normal color (128,128,255).
Color map - The "_color" texture can be 24 or 32 bit
Нужна Normal map - с этим разобрался
Mask1 -"_mask1" is a 32-bit texture and every channel is used.
Red is the detail map mask.
Green is the diffuse and fresnel warp mask.
Blue is the metalness mask which controls where the Color and Fresnel are suppressed. Works best in combination with mask 2 blue channel "tint specular by base color" which brings the color back through specular.
Alpha is the self-illumination mask, where the color is drawn from Color texture. Even if you are not using this, fill it with black and pixel of non-black in the corner of the material. This is done in order for texture compiler to keep this channel. If it is entirely black or white, it will be thrown out and the shader will think it's pure white
Mask2"_mask2" is 32-bit and again every channel is used.
Red is specular intensity.
Green is rimlight intensity.
Blue is "tint specular by base color", white color in this channel will color specular highlights by diffuse color from _color texture, black will keep specular highlights of whatever color light affecting the surface is.
Alpha is the scale factor of specular exponent from hero shader(vmt). For example, if the specular exponent is set to 16, then values for this channel of 0...255 will control exponent values from 0 to 16. Even if you are not using this, fill it with white and pixel of non-black in the corner of the texture. This is done in order for texture compiler to keep this channel. If it is entirely black or white, it will be thrown out resulting in a different texture format when compiled.
Alpha channel of 32 bit "_color"
The "_normal" texture should be 24-bit and use the 3dsmax format(red channel is left; green is up; blue is top). If you aren't creating a custom normal map, use a flat normal color (128,128,255).