strange NM réflexions

hello evrrrryone, I want your help!
when I make a model tith _BC and NM, the model have a strange blue light reflection. I can see that when I have a black or dark texture.
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yyyy.PNG

You can see beter if you download the model ingame. ptiyoshi1 or search splatoon or mario or peach.

nobody have an exemple of all texture uv bc nm rg ext... because I don't know what is _TRMm_shoesclearparts_trm.png or _THCm_shoesclearparts_thc.png (and convert texture for planet coaster)

THank you~~~~
 
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that result is normal. because the tmtk is using modified PBR textures, in your compile you left out a few important controls. with only a BC and a NM your telling the compiler your texture should be matte with a glossy reflection. Id recommend adding a solid white RN map and a solid black SP map. For zero roughness, "smooth surface" and zero specular "no shine/reflective surface." ;) Id recommend looking into pbr textures and check out Ms.RedNebula video tutorials on PBR textures for tmtk.
 
that result is normal. because the tmtk is using modified PBR textures, in your compile you left out a few important controls. with only a BC and a NM your telling the compiler your texture should be matte with a glossy reflection. Id recommend adding a solid white RN map and a solid black SP map. For zero roughness, "smooth surface" and zero specular "no shine/reflective surface." ;) Id recommend looking into pbr textures and check out Ms.RedNebula video tutorials on PBR textures for tmtk.
Capture.PNG

Fact, this is one exemple of the original file (switch game ) do you know what is all names files for planet coaster ? for ex alb is BC and nrm is NM but I nevers know what is fxm and hlt files. why 3d is so difficult gwaaa
thank
 
I take it you posted an example from a different object, as the textures in the latter pic is from some lingerie clothing item,
however, it translates the following:

_alb. =Albedo =_BC - with albedo there would usually be a BeautyPass or diffuse-specular with it in combination, but yes that's your _BC
(i don't know what engine that's been taken out from, so i can only speculate from standard POV)

_nrm. = Normal = _NM or _NG (can't make out whether it's green space or reg. space normal from the size of the pics,
also that _mfk might in some cases work better for the _NM,
but again, too small to take a better look at it, also, not exactly sure what mfk is for, probably a secondary shader input.

_rgh. = roughness = _RN (but it will look very shiny in PlanCo, might need to correct the brightness up)

_mtl = metalness --- this one is a bit complicated, i wouldn't recommend using it as _MT
but in combination with the _fxm you can make your _SP from that base. Takes a bit of trial and error
until you have the right values.
(overlay one over the other in photoshop/gimp/other 2D tool. Either by layering it as "multiply" or "overlay". It then also needs to be a bit darker at least, to get a good result)
If you want to use it as _MT, heed the PlanCo Metalness workflow guidance.

If you want you could also make a cavity map (no pun intended!!! 😅) from basing it off the _mtl but with brighter values.


edit: your _hlt will not translate into PlanCo's shader-logic. It's an engine-specific map
 
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