Fallout 4 Texture Maps

Aus torgue.net

Normals (_n.dds) are usually details baked down from a high poly mesh onto the low-poly mesh. It contains smaller bumps (sometimes also called Bump Map) and roundings to make your lowpoly model look better (almost as good as the high poly one). They're not painted in software like photoshop as they contain vector data.

The SpecGloss map (_s.dds) is used for specular (strenght of reflection) and glossiness (inverted roughness) of your object. The red channel is specular level, the green channel is glossiness. As FO4 uses PBR rendering, you have to differntiate between metals and non-metals. Metals get their color from specular reflections and cube mapping. They're black on diffuse. They're usually bright red to bright yellow on the SpecGloss map. Non-metals (wood, plastic, painted! metals ,rust) get their color mostly from their diffuse map (_d.dds). They're either dark red (rough eg. wood) or bright green (shiny smooth plastic) on the SpecGloss map.

  • Wenige Polygone (Verschiedenes Inventar und Weltobjekte) 512x512
  • Viele Polygone (Kunst, magazine, Bücher) 1024x1024


FO4 (DirectX 11)

  • _d BC1 DXT1 (ohne alpha)
  • _d BC3 DXT5 (mit alpha)
  • _n BC5 Linear (intel)
  • _s BC5 Linear (intel)
  • alternativ BC7 (DirectX 11) für alles außer _n und _s

_s maps

_s maps täuschen PBR vor Es müssen alle Spec-Maps zwischen Gelb und Rot, Gelb und Grün liegen, und der blaue Kanal (unbenutzt) muss schwarz sein.

  • R Metalleigenschaften, Graustufenbild
  • G Glanz, Graustufenbild
  • B schwarz

ergibt rot/orange/grün, speichern als BC5 ATI2n, kein alpha

_n maps

  1. klassische Map anfertigen (bläulich)
  2. speichern als BC5 ATI2n (dunkelbraun/grünlich) Blau wird ignoriert

FO4 _n maps haben keinen alpha-Kanal

Siehe auch