Texture Information - KarbonAKitt/CVWiki GitHub Wiki
When you export a texture through umodel, the default format is a targa .tga. However, when you import textures into unreal engine, they can be in any of the following formats: .bmp, .float, .pcx, .psd, .tga, .jpg, .exr, .dds, or .hdr.
Furthermore, textures may use their color channels differently than for pure color. Below are the channel specifications for textures with the the following suffixes:
- _C
- This is a regular color/albedo map.
- The rgb channels represent themselves to control what color something generally is.
- _N
- This is a standard tangent-space normal map, baked using MikkTspace.
- Red corresponds to X+, Green to Y-, and Blue to Z+ with a base value of 128 being 0
- Change Compression Settings in UE4 to Normalmap if not automatically done already.
- _S
- This can be either a subsurface color map when used in relation to skin, or a some type of mask for everything else.
- In the case of skin, the channels code for their own color, which will show when light shines through the skin.
- For everything else the red, green, and blue channels are uncertain.
- Change Compression Settings in UE4 to Masks for uses other than skin.
- _U
- This is a composite map used for PBR shading, each channel has a different use.
- Red is metallic, with 0 being not metallic and 255 being very metallic.
- Green is roughness, with 0 being very shiny, and 255 being very rough.
- Blue is Ambient Occlusion, which is a baked self-shadow map.
- Change Compression Settings in UE4 to Masks.
- _ID
- This is a color tint mask used to control recoloring specific parts of a mesh
- Rather than rgb channels, it is best to think of this one in terms of Red, Blue, Cyan, Yellow, Magenta, and Green. Those colors correspond to color slots 1-6 in that order.
- In hex, those are: #ff0000, #0000ff, #00ffff, #ffff00, #ff00ff, and #00ff00.
- Change Compression Settings in UE4 to Masks.