Planet Coaster

Planet Coaster

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Colourable Ornate chest
   
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1.926 MB
10 Jan, 2019 @ 5:37pm
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Colourable Ornate chest

In 1 collection by willibix
Treasure toolkit assets
14 items
Description
Precious colourable metal treasure chest.

For the whole treasure assets collection in a single BP :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1621101193

For the treasure collection page :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1621000628


Hey guys! Back at it with another golden treasure chest for the pirate theme (or some dragon bed/stash as lilibat pointed out). This is a bit heavier in size otherwise it wouldn’t really be ornate at all…. I assure you that the model itself is very good and low poly… well within the TMTK norm.

With all the fuss about file size…. Here is my process:
I used 512MB files for my texture maps (all 6 of them [BC-NM-AO-RN-MT+F1@256px], but it doesn’t affect much the size overall how many maps are used). The original object (from unreal material workflow) is way… wayyyyyyy more efficient and use 2048px textures x3 maps (with RMA/RGB treatment for Metal+occlusion+roughness ones). Most assets ingame seem to go for 256x256px and at that point of degradation, little is left in details from an original 2048px file, you get a fuzzy-blurry smooth finish.

For those that are interested in this particular image treatment (using the RMA in a RGB image file) since it’s more and more of a norm in texture mapping… that’s how you transfer the workflows from one to another :
In photoshop :

1- Use a black and white filter layer over the _RMA.jpg image file
Set the black and white filter layer to a blue filter
Save this image result as a PNG: File>Save to web> as PNG of desire resolution (256x256 seems to be the ingame standard when you have a full sets of maps). Use the correct name of your .fbx material adding _AO for the occlusion map (ex: Material1_AO.png).

2- Set the black and white filter layer to a green filter
Save this image result as a PNG: File>Save to web> as PNG of desire resolution (same as last map). Use the correct name of your .fbx material adding _MT for the metalness map (ex: Material1_MT.png).

3- Set the black and white filter layer to a red filter
Save this image result as a PNG: File>Save to web> as PNG of desire resolution (same again). Use the correct name of your .fbx material adding _RN for the roughness map (ex: Material1_RN.png).

In short :
Black and white Filter Red = Roughness = _RN
Black and white Filter Green = metalness = _MT
Blue = ambient occlusion = _AO
+You should have a normal map = Material_NM and the basic color map = Material_BC + F1/2/3/4 if you add flexicolors.

I also tried the green/orange specular workflow transfer, but the result is pretty awful, so, I assume defeat on this one.
I hope this info is useful to some of you guys since I had to search quite a while to get this right :D
2 Comments
willibix  [author] 10 Jan, 2019 @ 10:45pm 
Thanks :D
I've put the higher resolution one too, if you wanna have a look.:steamhappy:
swarmlordx 10 Jan, 2019 @ 7:36pm 
This is nice. Good job!