Androol Posted February 9, 2016 Posted February 9, 2016 I wonder what the letters after the _ in the texture name means. I'm prety sure _n is for normal but what are the other? For exemple _msn, _sk and _s are used in cbbe body textures aparently. Edit: aparently _msn is for normalmap. O_o
Androol Posted February 12, 2016 Author Posted February 12, 2016 _d = diffuse (color) texture _n = tangent space normal map, also called a "bump" map or a "height" map - gives the illusion of depth to a flat surface _msn = model space normal map, used in Skyrim by anything that displays a skin texture - MSN maps are baked to the geometry of the mesh, making them invalid on different geometry - this is why (one of the reasons, at least) bodies with absurd proportions look so bad - because they are using invalid normal maps _s = specular map, a reflection map - on skin, this is typically due to moisture; on a sword or armor, it is due to a reflective surface like polished steel _sk = subsurface map, shows the subdermal saturation of skin - skin is not opaque, it is translucent, so this adds color and details to skin so it looks more real (this is why mods that replace _sk textures with 64x64 black or pink textures make skin look like plastic) _m = environment mask, not used on bodies - reflects a cubemap texture (found in \textures\cubemaps) to give the illusion of reflecting the surrounding environment Thx, this will be most usefull. When you say _n is for tangent normal map also caled bump map or heignt map, do you mean it's a shad of grey map ot a color map? Because in blender and most 3d software, bump map simulate height by a shade of grey texture when tangent normal map is a rgb texture ( mainly blue in most case), when height map can refere to bump map, normal map or diplacement map if I remember well. I have a doubt on anderstanding this one. Not totaly sure I anderstand the_ msn one either since I never used any not tangent normal map. I think I can figure it out as all the software I used had tangent as default but blender actualy has an option not to use tangent when baking normal map, I guess model space is in the other options. so I probably got the idea.
Androol Posted February 12, 2016 Author Posted February 12, 2016 Thx for the complementary information.
Androol Posted February 24, 2016 Author Posted February 24, 2016 I read somewhere _e is for cubemap ( used for reflection) and _G for glow ( emissive map) the difference between no _[Letter] and _d eludes me. Aren't they both diffuse?
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