Advanced Material Editing¶
This guide will assume you have at least some understanding of how PBR texturing works.
Note
There is a Substance Painter Export Template if you use Substance to export the PRM map so you don't have to construct it.
Preparation¶
This guide expects you to have a model that loads ingame and 5 texture maps for your model:
- An
Ambient Occlusion
Map (if you do not want this make a solid1
texture) - A
Metallic
Map (if you do not want this make a solid0
texture) - A
f0 Specular
Map (if you do not want this make a solid0.25
texture) - A
Roughness
Map (if you do not want this make a solid0.8
texture) - An
OpenGL, Y+/Y up, Green+/Green up
Map (if you do not want this make a solid0.5, 0.5, 1
texture)
Making a PRM map¶
Hedgehog Engine 2 games use some variation of the PRM texture setup, Frontiers specifically uses the RGBA
setup, Specular, Smoothness, Metallic, Ambient Occlusion
. So we need to construct a map using our textures, as long as the textures go into the corresponding channels.
Photoshop¶
Add your textures besides the Normal Map
textures as layers in your photoshop document.
Then open the effects panel and have the corresponding channel as stated above be the only channel checked
Lastly select your Roughness
layer and invert it (Ctrl+I). Smoothness in PBR is just inverted roughness.
This will be your PRM map. Save it to your work directory.
Converting PNG to DDS correctly¶
Open Nvidia Texture Tools Exporter
and load your texture you want to convert and make sure BC7
is selected for the Color
maps, for your normal
map make sure BC5u
is selected (The normal map will show as yellow in the icon, ignore it). Then Save As... .dds
Example
Info
When saving the PRM texture make sure Premultiplied Alpha Blending
is unchecked
Editing the Hedgehog Engine 2 materials¶
your model converter will have made .material files, you may even be using them. Remember their names and delete them. It is generally better to modify pre existing materials as it will look better because they include all the shader parameters.
A good base to modify off of is Sonic's cloth, since it is a common prm shader.
Duplicate and rename the material file you're building off of to the material name the model converter outputted.
Open HedgeEdit, then navigate to Edit > Material Editor
Once the pop up opened use File > Open to open one of the .material file you made. Then hit the ... next to Textures (Collection)
Each of these members are textures the material feeds the shader. What's important is there's 3 and they should correlate to the textures we made earlier.
Select each member and set TextureName
to the filename of the .dds
we made earlier without the file extension
Note
If you chose to edit a nondefault material (IE Sonics fur) you may need to go to the Parameters
section to get the members for the parameters.
Usually texture suffixes like fal
go to falloffs, flw
flow maps, fur
noise layer overlayed on the diffuse for the fur.
Save the material then you're done.