Here’s what I know based on a lot of great information discovered during the first “War Paint” competition:
The first thing to note is that for memory efficiency the burn settings create fewer output maps than there are possible inputs. For example, there is a diffuse map which is RGB and an alpha map which is also saved as an RGB tga file. The bake setting for the diffuse output takes the R, G and B from the diffuse input, and a single channel from the alpha map which then goes into the A channel of the output. Likewise it takes the R & G channels from the normal map, the R channel from the spec map, and the B channel from the gloss map, and outputs a 4-channel _nrm file which the game engine uses for all those maps. So if you are editing just the spec map, for example, you are still going to need to feed it a _nrm and a _gls input (even if you don’t change them from the default) in order to have the results be correct.
Here is a screengrab of the settings that work:
Note that the checkbox labeled “compress textures” needs to be OFF.
Hope this helps.
Cheers,
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#Steam AliasWL%Streak
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