PredatorCZ / XenoMax

Xenoblade 3ds max plugin
GNU General Public License v3.0
22 stars 8 forks source link

Diffuse textures not in material - Chronicles X #11

Closed 09williamsad closed 2 years ago

09williamsad commented 4 years ago

XenoMax V1.2 Windows 10 64 bit 3ds max 2018 64 bit 20.0.0.966 Xenoblade Chronicles X

When importing a camdo model the material is missing the diffuse texture but has the normal, specular, emissive ect textures. The diffuse texture is included in the export but is not referenced in the material. I have tried a number of the chr models, all so far has this issue.

Sample in original, 3ds max and fbx https://mega.nz/file/eewHwaTQ#QP7Z9rdR2HcUhYyhgE3VDQhM6ygeqiv7zQ6JbVQZmB8

keesoudwater34 commented 4 years ago

thats something at least ive experienced aswell. most the time the diffuse gets modified ingame so i dont know if that has anything to do with it. and not to mention the skells are wierd on their own but its workable. just small cleanup

PredatorCZ commented 4 years ago

If the tool doesn't know, where to put the texture in material, it will put them into Composite Map, and link it to a Ambient Color on the material. I strongly advise you to use node editor instead of composite one, so you can see textures and relink them by hand. You must ALWAYS relink textures stored in Composite Map into correct slots in material, or compose them together, for example masks and albedo, normal map blend, etc.. This is entirely up to you, since I cannot read shaders, but it's completely manageable without them.