Texture Standards
Texture Dimensions:
- Recommended Size: 512x512 pixels
- Maximum Size: Textures should not exceed 1024x1024 pixels.
- Transparency Support: Textures can include alpha channels for transparency effects.
- Material Spheres: A single clothing component, including skin materials, can support up to three material spheres.
Types of Textures
Standard Textures
- Color Map (CA): Provides the base color for the texture.
- Normal Map (N): Used to simulate fine details and textures on surfaces without actually modifying their geometry.
- Mixed Map (MRAE): A composite texture that can include metallic (M), roughness (R), ambient occlusion (A), and emissive (E) properties.
- Application: Create textures as required based on the specific needs of the model.
- Shared Textures: Normal and mixed maps can be combined into a single texture file where appropriate to streamline texture usage.
Color Map (CA) | Normal Map (N) | Mixed Map (MRAE) | Effect | |
---|---|---|---|---|
Function | Mainly provides basic color variation information Alpha channel stores mask or transparency information | Normal maps are baked in external software Then, necessary details are added post-processing. Output as DirectX normals. Can be replaced with a shared map when not needed | Provides PBR lighting effects Channel correspondence: R---M---Metallicity G---R---Roughness B---A---Ambient Occlusion A---E---Emissive areas Can be replaced with a shared map when not needed | |
Top | ![]() | ![]() | ![]() | ![]() |
Shoes | ![]() | ![]() | ![]() | ![]() |
Hair | ![]() | ![]() | ![]() | ![]() |
Hair Accessories. | ![]() | ![]() | ![]() | ![]() |
Gloves | ![]() | ![]() | ![]() | ![]() |
Bottom | ![]() | ![]() | ![]() | ![]() |
Strand-Based Hairstyles
Hair Normals: UV2
- Can be used in conjunction with strand-based normals to enhance the effect and appearance of individual hair strands.
- Also can fully unwrap the UVs to bake high-detail normals from a high-poly model.
Reference for Naming Formats:
Texture Files: Texture files should include a suffix based on the type of texture.
Color Map: _CA, Normal Map: _N, Mixed Map: _MRAE
Example Format:
T_Style_Part_Gender_ResourceID_TextureSuffix
T_Style_Part_Gender_ResourceID_TextureSuffix
- Color Map Example:
T_Cartoon_Body_Female_ResourceID_CA
- Normal Map Example:
T_Cartoon_Body_Female_ResourceID_N
- Mixed Map Example:
T_Cartoon_Body_Female_ResourceID_MRAE
- Color Map Example:
Completion:
- Once the modeling and texturing are complete, the assets can be moved forward for rigging or animation production. This step is crucial for integrating the assets into the game engine and ensuring they perform as expected within the game environment.