Modding:Texture formatting: Difference between revisions

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== Creating the DDS files ==
== Creating the DDS files ==
=== Simple Conversion ===
=== Simple Conversion with Paint.NET ===
If your textures have all their channels set up correctly already, you just need to export them with the correct DDS compression in the editing program of your choice. I'm using Paint.NET as an example.<br><br>
If your textures have all their channels set up correctly already, you just need to export them with the correct DDS compression in the editing program of your choice. I'm using Paint.NET as an example.<br><br>
'''Basecolor Map Settings:'''<br>
'''Basecolor Map Settings:'''<br>
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Choose BC1 (Linear,DTX1), make sure Generate Mip Maps is checked<br>
Choose BC1 (Linear,DTX1), make sure Generate Mip Maps is checked<br>
[[File:PMDTX.webp|frameless]]<br><br>
[[File:PMDTX.webp|frameless]]<br><br>
=== Manually Assign Channels ===
=== Manually Assign Channels ===
If you've created your textures in a program other than Substance Painter, you might need to manually assign the correct channels to your maps. Your best choice for doing this is probably GIMP, and I tried to make this part of the guide as beginner friendly as possible if you've never used the program before.<br>
If you've created your textures in a program other than Substance Painter, you might need to manually assign the correct channels to your maps. Your best choice for doing this is probably GIMP, and I tried to make this part of the guide as beginner friendly as possible if you've never used the program before.<br>
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