Textures

_images/content-textures.jpg

Textures for the character are created in Substance Painter and Photoshop.

PBR Textures

Textures are using PBR (Physically Based Rendering) Metallic Roughness Workflow.

A character mesh part usually comes with 4 basic textures: Diffuse ( T_***_D ), Normal ( T_***_N ), MRAO ( T_***_MRAO ) and RGB ( T_***_RGB ).

_images/content-texture-set.jpg

MRAO

MRAO stands for M etallic, R oughness and AO (Ambient Occlusion).

Instead of having 3 different textures (Metallic, Roughness and AO), MRAO is a merged texture of all 3 (packed into the Red, Green and Blue channel).

RGB

RGB stands for Red, Green, Blue.

This texture contains 3 masks, each packed into the Red, Green and Blue channel. The different masks are used to tint different areas of the color texture.

Hoodie Jacket RGB Texture Example

_images/hoodie-jacket-rgb-texture-example1.jpg _images/hoodie-jacket-rgb-texture-example2.jpg

T_Uniform_RGB

T_Uniform_RGB can be used instead when a certain mesh that doesn’t come with a RGB texture.

It can also be used if you want to change the color of the whole mesh.