Skip to content
This repository has been archived by the owner on Jun 25, 2024. It is now read-only.

Diffuse textures not in material - Chronicles X #11

Closed
09williamsad opened this issue May 13, 2020 · 2 comments
Closed

Diffuse textures not in material - Chronicles X #11

09williamsad opened this issue May 13, 2020 · 2 comments

Comments

@09williamsad
Copy link

XenoMax V1.2
Windows 10 64 bit
3ds max 2018 64 bit 20.0.0.966
Xenoblade Chronicles X

When importing a camdo model the material is missing the diffuse texture but has the normal, specular, emissive ect textures.
The diffuse texture is included in the export but is not referenced in the material.
I have tried a number of the chr models, all so far has this issue.

Sample in original, 3ds max and fbx https://mega.nz/file/eewHwaTQ#QP7Z9rdR2HcUhYyhgE3VDQhM6ygeqiv7zQ6JbVQZmB8

@09williamsad 09williamsad changed the title Diffuse textures not in material - X Diffuse textures not in material - Chronicles X May 13, 2020
@keesoudwater34
Copy link

thats something at least ive experienced aswell. most the time the diffuse gets modified ingame so i dont know if that has anything to do with it. and not to mention the skells are wierd on their own but its workable. just small cleanup

@PredatorCZ
Copy link
Owner

If the tool doesn't know, where to put the texture in material, it will put them into Composite Map, and link it to a Ambient Color on the material.
I strongly advise you to use node editor instead of composite one, so you can see textures and relink them by hand.
You must ALWAYS relink textures stored in Composite Map into correct slots in material, or compose them together, for example masks and albedo, normal map blend, etc.. This is entirely up to you, since I cannot read shaders, but it's completely manageable without them.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants