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Author Topic: How to figure out how engine using these texture?  (Read 1128 times)
irishka.pushkina.810
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How to figure out how engine using these texture?
« on: October 08, 2023, 11:31 »


I extract Sophia from Lies of P, want to render her in Maya.
To reproduce game's looklike, I need to know what these texture are used for.
For example, this _ARM. texture, what its RGB channel used for? ambient occlusion? roughness? metallic? That's just my guessing, I don't know if it correct
And these _ASR. _DOU. textures, what it used for?

Sophia has blue hair, but I don't see any hair base color texture, so I am assuming there is a blue tint color for hair, how can I find the exactly RGB values game is using?

Anyway to figure these out?

Or even better, is it possible to import these assets to unreal editor and so it will produce exactly same result like the game?
I tried put uasset, psk, mat etc into blank unreal regine 4.27 project, all failed to loading.
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spiritovod
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Re: How to figure out how engine using these texture?
« Reply #1 on: October 08, 2023, 16:25 »

@irishka.pushkina.810: You can take a look at material properties for better understanding which parameters could be used for it. They're available in the viewer in materials mode (press "M" and then click on a material) or in separate files upon export to psk. The rest depends mostly on your own experience with PBR materials and texturing in general.
And it's not possible to load cooked assets into the engine - in this case even with workarounds, because the game is using unversioned properties. Psk also should be converted to some format supported by UE before it can be loaded there. You can export meshes to glTF, which is supported by latest UE, but I was told that currently there are issues with their importer, so it's better to use either blender or godot to convert glTF to some general format, or use psk with blender (via psk addon) / 3ds max (via ActorX importer) .
« Last Edit: October 08, 2023, 16:27 by spiritovod » Logged
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