#How to get this shading in the game
18 messages · Page 1 of 1 (latest)
I am tryna see based on the reload shader model but...nothing
im trying to look up the whole thing but im just guessing it is impossible cause i am getting nothing except to bake textures
just gonna give up on this til there is any help
cause really all i get is baking a texture into unity which is not what i want
i mean tbf baking textures would be the easiest way to replicate it lmao
but would that make it the same shader as in game? It just be a texture job at that point right?
alright imma look up how to bake textures. If i do this tho, imma need to figure out the details of the outlines
like i wanna recreate this for it
theres alot to answer here so ill sorta just
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thats not how telltale shading works, if you're going for pre 2016 telltale they basically had everything hand painted in diffuse and some light specular due to engine limitations, post 2016 they used detail maps but still mostly just diffuse
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you dont just import a shader from blender, the shader is code (hlsl) you would need to program, then inject into p5rs shader, if you want a material that looks close to what you have there in blender, look at my travis touchdown mod
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that texture you showed there is a linemap, which was used for outline density and baked shadows, its not going to help you any because p5r already has shadow maps but with a completely different usage and philosophy behind them
oh okay. thank you. sorry im tryna learn alot lool
oh yeah that is what i want
did u do that in blender or just in GFD @lilac mortar ?
i can stick to the textures i made since it is close to the style kind of. I just need to bake it correctly. problem is tho is that i already have the texture. Do I like...make a new texture THEN bake it?
so my issue rn is i think it is that I cant combine the texture with the colorramp, which makes the look of the model here.