suzu ( 鈴
may you plese assist me? Have a little problem understanding how "_sp" maps packed.
Red channel is for Metallic, Green channel is for Specular and Blue for Roughness? Is that correct?
Edit:
Also wanted to ask - are you doing LOD_1_2 for your models as well or simply not bothering with them and keep replacing only LOD0?
This parameter sets the specular reflectance of non-metallic surfaces.
The higher this value, the more reflective and shiny the surface will be.
Also called specular reflection map.
This map can represent the amount of gloss on a 3D model. In a word, it represents "shine.
If a 3D model of a face is wearing makeup, this map can be used to represent shine (shiny parts such as highlights and eye shadows). It can also be used to express the reflection of a part of the face, such as sweat.
You can also create a color map first, and then create a specular map while adjusting levels and tone curves.
Usually the texture is monotone, but in the case of the Black Desert there are other effects as well.
Perhaps, but I think it is R (metal) G (roughness) B (specular) which is also commonly used in UE.