Hi community o/

First of all, apologies if this has been talked before. I found useful information in some old threads, but there are some big changes from dos1.

Old reference, but still useful to understand how nodes works (thanks Norbyte); http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=545431

Now I'm trying to learn the workflow/pipeline Larian used for dos2. If any technical artist from Larian or the community is reading this, plz tell me if I'm correct with the naming of the textures/maps.

Exploring the material editor I found they are using now a PBR rough/metallic workflow. This is what I found for now;

BM = Basecolor map (Albedo)

BMA = Basecolor Map + Alpha

NM = Normal map

PM = Physical map (this texture contains different maps for PBR represensation);

* Red channel = Metal Mask (metalness workflow)
* Green channel = Roughness (microsurface)
* Blue channel = Cavinity/AO? not confirmed yet.

GM = Glow map (confirmed)


If there is anyone else working on this, we could try to keep all the information together on the forums or keep the wiki updated.

/wave
ISVRaDa

Last edited by Rada Torment; 17/09/17 11:38 PM.