Where do we put the AO map for asset textures? The naming conventions are not PBR?

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bestmods168

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Where do we put the AO map and how to incorporate it? Maybe I'm missing something but shouldn't the slots in the material have the standard PBR names?
 
Solution
Where do we put the AO map and how to incorporate it? Maybe I'm missing something but shouldn't the slots in the material have the standard PBR names?

Bannerlord stacks the 'missing' PBR textures in what Taleworlds still call a specular for legacy reasons. Metallic is in the red channel, Gloss (inverted roughness) in the green channel and Ambient Occlusion in the blue channel.
https://forums.taleworlds.com/index.php?threads/taleworlds-modding-q-a.396260/post-9407564
Just optimises texture storage.
Where do we put the AO map and how to incorporate it? Maybe I'm missing something but shouldn't the slots in the material have the standard PBR names?

Bannerlord stacks the 'missing' PBR textures in what Taleworlds still call a specular for legacy reasons. Metallic is in the red channel, Gloss (inverted roughness) in the green channel and Ambient Occlusion in the blue channel.
https://forums.taleworlds.com/index.php?threads/taleworlds-modding-q-a.396260/post-9407564
Just optimises texture storage.
 
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Solution
Thanks NPC99. I was messing with the layers and werent able to change them in the rbg channels. Is this done in an outside program? I dont have photoshop. Any other program that can layer as good as photoshop?
 
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Thanks NPC99. I was messing with the layers and werent able to change them in the rbg channels. Is this done in an outside program? I dont have photoshop. Any other program that can layer as good as photoshop?
You can use GIMP, which is free to download. https://www.gimp.org/

Or, if you have substance painter, I believe you can use that as per @John_M 's Workflow https://docs.google.com/document/u/0/d/1aHBsO3mzkT0JsbCt9aCOh6CWAFATXwKtSaVb__TYIoo/mobilebasic
 
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