Koniving, on 22 May 2014 - 05:22 PM, said:
It is a global material (as in one material fits everything) or is a number of skins? I know Unreal Engine models used to have 3 to 5 'skins' or separate materials from Skin0 through Skin 4 or more, each with a different texture that made up a whole. I found several separate DDS files for each mech so I didn't know.
If it's one skin it's easy. If it's several skins then I'd have to make materials that precisely match.
(Cross linked from the
Repainted Concept Art thread, but I'm moving the conversation here so as not to clutter that thread)
You'll need three materials in all.
1) A "standard" material that you use on most of the 'Mech. The files for this are all {mechname}_body_{something}.dds. In particular:
- _body_ddn.dds is the normal map
- _body_dif.dds is the diffuse map
- _body_spc.dds contains the specularity data. It's RGB channels should be applied to the specularity colour, while the alpha channel controls the specularity levels. This gets the neat shimmer effect on lasers and so on when the light glances off them.
There are two other files that augment these:
- _body_rgb.dds contains the paint masking channels. Not essential, but useful for limiting colour effects to areas that should be painted and keeping them off other parts like joints.
- _body_damagemask.dds contains the diffuse texture that is painted on when damage occurs to a 'Mech. In game, the transparency mask for this texture is initially entirely black (transparent), but weapon hits paint that mask white (opaque) where they hit, allowing it to override the default diffuse texture.
Apply this to everything to start with. If you're using Heffay's importer, I believe it will do that for you.
2) A "variant" material that you'll use on interchangable parts. The files for this are all named {mechname}_variant_{something}.dds. This set of textures will have it's own versions of the _ddn, _dif, _spc, _rgb, and _damagemask files that fill the same roll as the ones for the "standard" material. This generally goes on the bits that change between variants: weapons, mainly, but sometimes structural elements too. Be warned, sometimes the weapons of the "prime" variant are actually on the _body_ maps, which is why it's generally easier to apply that to everything, then apply the _variant_ material to the bits where it looks obviously wrong.
3) A "window" material for the cockpit windows. This will only have _ddn, _dif, and _spc textures, since you can't paint it in 'Mechlab and it doesn't get damaged (textures, at least). This does on the "glass" panels of the cockpit, though not the head in general, and not the interior meshes.
Hope that helps!