I’ve been looking carefully for several weeks now at textures and channels in both pre export and post export examples. I’ve been able to pretty much figure out what’s going on but would like some DEV team input just to make sure I have it all correct. I’ve found some places where an alpha was used pre export and other places where an alpha was not used so I may not have it all right. There are hints and suggestions strung out on these boards and I was wanting to have them all condensed. Here’s my list as I’ve been able to interpret. Could someone from GBX please correct and/or point out further details? It would be a big help. Thanks.
Base files before import:
NORM = Standard normal map. No alpha.
REFL = BW, no alpha (glossiness).
SPEC = Standard specular map. BW, no alpha.
GLOW = Color map, no alpha.
PAIN = White RGB with alpha. Details under team colors. Not always used.
STRP = Black RGB with alpha. White RGB chanels shows stripe colors?
TEAM = Black RGB with alpha. White RGB chanels shows team colors?
DIFF = Standard diffuse map. No alpha.
DIFF: Standard (no alpha)
NORM: (no alpha)
R = NA
G = NA
B = pain overlay map
GLOW: (no alpha)
R = glossiness
G = Self illuminating
B = specular
TEAM/STRP: (no alpha)
R = team
G = stripe
B = Details