I don't know Maya but maybe there is a PBR Material that can support this. So we need to find a way to create these textures and apply them to the correct slot to create new models. There will not be a diffuse map anymore but an Albedo map a Emission Map and a Normal map, but not like SC2 ( where the R channel is in the alpha channel and the G channel is inversed ) So the ORM texure that is in Reforged is the R channel = Ambient Occlusion, G channel = Roughness, B channel = metalness and they added an Alpha channel that is used for the Team Color They way to do this, is like they did in DOTA2 and SC2 and Overwatch I think it will be a lot more different that you are used to, I know that the models are done in Maya, Sculpt in Z-Brush, textures done and baked in Substance Painter, no more handpainted stuff as far as I know, the textures are PBR, meaning ambient occlusion, roughness and metallness are rendered by the GPU, Made mostly in SFM (Source filmmaker) With a handful of other 3d programs and assets from WoW.
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