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Animal Crossing: New Horizons - Setting Up Facial Textures in Blender
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(04-05-2021, 04:54 PM)MattDFM Wrote: As far as updates go, I did successfully port the textures (in a sense) to Blender and then to Unity. My workflow isn't exactly great, but it is something that people can improve on.

For skin textures, I mix the Albedo color with black using the Mix image's green channel as an Overlay layer in GIMP. This gives the texture some definition. Everything else mostly follows Penguin's guides.

To get these textures into Unity (or your preferred program) just bake them from an emission shader to a new image and save. It's tricky, but for most of this stuff I just threw whatever stuck at the wall.



Some Mix theories:

Albedo Alpha -> CRV (Curve? Something like fresnel or rim lighting texture.)
Ocl -> Transparency (In alpha channel OR color)
Mix Red    -> Mettalic/Spec?
Mix Green -> Detail Shadow/AO
Mix Blue    -> Spec/Roughness?
Mix Alpha -> edgcod (whatever that is)

My unity workflow in GIMP:
Mix Green -> Overlay -> (Albedo - Alpha) = Texture
Mix Red = Mettalic
Mix Alpha = Specular

[...]

Thanks so much for sharing!
I've been super interested in their mix textures and how each model is making use of the mix texture's RGB channels. I can usually get a decent guess but sometimes get stumped...
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RE: Animal Crossing: New Horizons - Setting Up Facial Textures in Blender - by Penguinburger1 - 04-05-2021, 11:38 PM

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