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Custom Texture Setup Guide
This guide will go over how to setup textures for importing a custom model into RE ENGINE. These instructions will assume that you have a basic understanding of the engine's texture types. If not, please visit this page.
I made this since setting up custom textures is a very frequent question when modding the Resident Evil games. This will also apply for other RE ENGINE games if they follow a similar channel layout.
You will need to own Photoshop to organize the Red, Green, Blue and Alpha channels correctly. If you don't, then you need to obtain it or find an online equivalent.
Texture types that will be covered:
- ALBM/ALBD
- NRMR
- ATOS/ATOC/ACOT
Important
The PBR breakdown of these texture types can be found here.
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All three Red, Green and Blue channels should contain only the color. For the Alpha channel, put your metal map here if your custom model includes one. If you're making an ALBD texture, you will need to invert the metal map. If your texture(s) have no Alpha channel then you will need to add one.
To invert a channel: Image > Adjustments > Invert
ALBM w/ metal map:
ALBD w/ metal map (inverted):
If you don't have a metal map, this is what the Alpha channel should look like for both -
ALBM:
ALBD:
Note
Your ALBM texture may look "invisible" outside of Photoshop.
Most Normal maps will already be setup with the Red and Green channels already in use, the only difference is the Blue channel is unused and Roughness goes inside the Alpha channel.
If the Blue channel already appears white then you can leave it.
If your custom model includes an Ambient Occlusion map, put it in the Blue channel. For transparency, put the Alpha map in the Red channel. You will need to enable BaseAlphaTestEnable material flag in your MDF to enable transparency. All remaining unused channels should be left completely white.
ATOS/ATOC/ACOT (Ambient Occlusion):
ATOS/ATOC/ACOT (Alpha):
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