• SMITE texture mapping help
    1 replies, posted
Hey guys hoping to get some assistance here, I've been ripping some SMITE models lately and the case with those models is that they come with a Diffuse, Normalmap, and Specular textures, as well as 2 detail maps that I don't know how to use properly called MSK (Mask?) and MSK1. Opening these in Photoshop reveals detail maps stored in the color channels, problem is I don't know which map is used for what. Sometimes a model comes with only one MSK file, too. If anyone wanted to, say, take a look at them and help me figure out what goes where in a typical shader (I'm trying to get it to look good in Unity) then by all means, go ahead. Download to a model with these textures: GOD_Arthur.rar Thanks in advance.
I don't know either but most times they are used to display, ingame effects, glowing areas or the like, or battle damage, grime, dirt you get the idea. Unless you are trying to recreate these types of things in Unity, I would just ignore them. The basic node tree to get a decent render is simple as they are all named for you. https://files.facepunch.com/forum/upload/137945/020484a9-6558-41cd-8398-a9d56e687f7f/Arthur.jpg using this node tree in blender, which is basically the same as it would be in Unity or 3dmax https://files.facepunch.com/forum/upload/137945/3c51c2d1-fa4e-4d61-9576-b09c9e240bba/Nodes.jpg You can use the MSK.tgs's but it requires another UV layer. Or you can split the channels of the MSK tga's as greyscale png's and use a mix shader to bring in the grime/dirt layer along with the diffuse texture. Hope this helps out some.
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