#Squad v1 Shader
49 messages · Page 1 of 1 (latest)
Shit we getting some squad stuff
I had a small russian pack that I posted
You don't need the mix node for the metal by the way.
if the mix node isnt there the face has metalic values
It shouldn't, what does the combined look like for the head?
When we set up the head you told me to unplug that node for it to look right
I do not remember that, but better I look at it again now, just to go over it with fresh eyes.
Let me look over squad stuff again, I might have a better idea of how heads are set up now.
we tried to use the alpha for specular but it fucked up the eyes
What faction is this? USMC?
I'll use USMC as standard, unless USA is standard?
Cool, I'm gonna use the AA archived files and see what I see on my end.
o7 soldier
yeah
Would it be possible for ya to pull the USA stuff and send it over, or at minimum the prop.txt files USA uses?
These are only the .mat files which tell jack.
ill see in a min
If you just send over the prop.txt files in a zip, you should be able to post it here.
I had some irl shit pop up so it's gunna be a min
@latent vessel when I get home am I looking inside the game files or adams?
sent you a dm
for ao its better to use a mix shader than a mix rgb
Technically no, since you only want to affect the color, roughness, and specular, not everything else.
Not metal or such.
That's why you set the roughness ao mix to be 1, not 0.
Yep, since AO is ambient occlusion, which is all lighting aspects, ala diffuse light / color, and specular light / color.
However not reflection aspects, like metalness, or surface aspects like subsurface.
Ye, you don't need occlusion as negating all shading, just negating color, roughness, and specularity.