
Open photoshop and go to the Window tab in the top bar and make sure you have Histogram ticked on. You can verify that you don’t have any too light or too dark tones by checking the Histogram for the texture in Photoshop. Textures should be exported in 2048 or 4096 and set to correct texture size in Unreal.Įxport Diffuse, Masks and Normals using the CSB_UE_export preset.Įxport Tint Mask using the CSB_Tintmask preset.ĭiffuse/Base Color textures are authored in greyscale in Substance Painter, as all armor and clothing pieces in Conan Exiles are dyeable, and therefore colored in Unreal.īase Color textures should land in a mid-grey value scale. Pay close attention to concept call-outs for specific materials and levels of craftsmanship – weĮxercise a lot of visual storytelling through how the item has been made and who made it, so always keep the garments lore and history in mind.Įach armor part (Helmet, Top, Gloves, Bottom, Feet) should have their own texture set.Īdd linear to sRGB converter to all texture groups before exporting.Īll textures should be exported as file type targa (.TGA) Everything is weathered and a bit dusty and grimy. Leather should be aged and damaged, fabric frayed, metals dented and scratched, textiles Garments in Exiles should feel lived-in and worn. Highest priority when making textures is a clear expression of what kind of material every part of the model is made out of. Textures are created in Substance Painter following typical PBR conventions.
Conan exiles armor preview how to#
, which are most noticible in shiny and metallic items.įor more information and other useful tips on how to get the best results out of your Normal Map bake, please seeĪll character clothing and armor textures should use the following texture naming conventions: FBX should also have an ‘Edit Mesh’ modifier to make sure it will have the same triangulation inside Unreal. To make sure the triangulation is matching the one inside 3ds Max. The lowpoly model exported for baking and texturing FBX mesh should still hold these Smoothing Groups at the time of importing to Unreal. (It only allows you to do this operation one object at a time, so make sure you apply this to all lowpoly objects in your scene, one at a time.) The final.


The easiest way to do this is to use a plugin for 3ds Max calledĪnd selecting the tool ‘Smoothing Groups from UV shells’. In order to make sure we get the best, and correct, results out of our Normal map, there are a couple of things to have in consideration before baking the Normal Map.īased on the UV shells of your lowpoly model.
