Difference between revisions of "Unreal Materials and Textures"

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* carapace monster material
* carapace monster material


Textures are mapped to several input types, and are being converted to the newer PBR (physically based rendering) material system to take advantage of the higher quality results.  
Textures are mapped to several input types, and are being converted to the newer PBR (physically based rendering) material system to take advantage of the higher quality results. Also, some textures use [[Channel packing]] for more efficient storage.


Texture types are:
Texture types are:
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* Height maps (typically only used for landscape elements)
* Height maps (typically only used for landscape elements)
* SSM (subsurface mask) maps: distinguishes skin from clothing for subsurface effects
* SSM (subsurface mask) maps: distinguishes skin from clothing for subsurface effects
* Tint mask: primary color mask in red, secondary color mask in green, skin in blue

Latest revision as of 03:15, 19 November 2019

This page will describe the material and texture standards, formatting, and hierarchy in PS unreal. Asset naming follows the layout on the main art page.

In summary, Materials are set up as instances of a limited number of material masters, which reduces the shader calculations required for the game. These masters are:

  • terrain material
  • ceramic building material, ie. tile roofs
  • normal building material
  • generic level asset material
  • weapon material
  • character skin material
  • character hair material
  • character armor material
  • particle material
  • flora material
  • fur monster material
  • carapace monster material

Textures are mapped to several input types, and are being converted to the newer PBR (physically based rendering) material system to take advantage of the higher quality results. Also, some textures use Channel packing for more efficient storage.

Texture types are:

  • Albedo, or diffuse maps (including an alpha layer)
  • Normal maps
  • RAM (roughness, ambient occlusion, and metallic) maps: roughness is in red channel, ao is in green channel, and metallic is in b channel.
  • Height maps (typically only used for landscape elements)
  • SSM (subsurface mask) maps: distinguishes skin from clothing for subsurface effects
  • Tint mask: primary color mask in red, secondary color mask in green, skin in blue