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Splatoon 2/Textures

3,479 bytes added, 05:11, 20 November 2018
Add Splatoon 2 category
== Albedo ==
'''Albedo,''' or '''Diffuse''' textures, are used to give models base colors. The textures are commonly ended with '''<code>albAlb</code>'''.
== Normal Maps ==
'''Normal Map''' textures are used to mimic the lighting of depth. The texture is most commonly a blue-purple color with varying hues of pink, purple, blue, and (when it comes to more dramatic effects), and yellow-green. The textures are commonly ended with '''<code>nrmNrm</code>'''.
{| class="wikitable" border="1"
! Color
! Image
! Light Bounce Direction
| Light Blue
| No change, base color
| Light Green-Yellow
| Light bounces north
| Light Pink
| Light bounces east
| Purple
| Light bounces south
| Blue
| Light bounces west
== Roughness Maps ==
'''Roughness''' textures affect a material's glossiness. The lighter the texture is, the more matte or rough the sheen will appear. Black or dark gray will project a more clear reflection. These commonly end with '''<code>Rgh</code>'''.
== Metalness Maps ==
'''Metalness''' textures affect a material's reflectivity. Black on the texture means that it will reflect the lighting around it, but white means it will be tinted according to the albedo map. Metallic materials reflect the world around it, so without any cubemaps it will appear as black. These commonly end with '''<code>Mtl</code>'''.
== Emission Maps ==
'''Emission''' maps give the illusion that a texture's emitting light and appear unlit. These can come as fully colored, or black and white (usually meaning its tinted through another source such ink coloring). These commonly end with '''<code>Emm</code>'''.
== Ambient Occlusion ==
'''Ambient Occlusion''' textures simulate global illumination. These can help give the illusion of more complex details on a material's surface. These commonly end with '''<code>Ao</code>'''.
== Thickness Maps ==
Thickness maps offer a simpler version of subsurface scattering, the effect of light traveling through a surface and "scattering" through it. An effect often seen when a light is shined behind an ear or hand, and red light is given off through the skin. This gives off a fresnel effect when light is indirectly striking the material. These commonly end with '''<code>Thc</code>'''.
== Transmission Maps ==
'''Transmission textures''' work similarly to thickness maps. Instead of lighting the model with indirect lighting, when the lighting is behind the material it will give the other side a "glow" effect as if the light traveled through it. These commonly end with '''<code>Trm</code>'''.
== Inked Maps ==
Textures that commonly end with '''<code>2cl</code>''' are utilized for the "inked" effect when a character or object gets covered in ink. It uses a cutout-like system so that there's no smooth gradients or transitions between the material and the ink. The lighter the texture, the faster it'll appear with less ink/damage.
== Team Color Maps ==
Simply put, these are colored according to the material's team which can vary from Alpha, Bravo, and neutral. These commonly end with '''<code>Tcl</code>'''.
== Effects Map ==
These are utilized for special shader effects. Their uses vary instance to instance. These commonly end with '''<code>Fxm</code>'''.
== Multi Texture Maps ==
When a basic albedo map doesn't cut it, you use a '''detail''' or secondary map to help achieve your look for the basic surface appearance. These can vary from being overlaid over the texture on a much smaller scale such as the threads on a piece of cloth, to a spheremap reflection such as the ones seen on the jellyfish or specific reflective materials, or a secondary dynamic texture. These commonly end with '''<code>Hlt</code>''' or '''<code>Mlt</code>'''.
== Lightwarps ==
'''Lightwarp''' or (potentially) '''Reflective''' maps are used to alter the basic light gradient the material uses in its visible transition from light to shadow. These commonly end with '''<code>Rft</code>'''.
[[Category:Splatoon 2]]

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