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=545431Now 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