A note specifically about the AC Player eyes. Re-saving their albs strip them of their alpha channel information. I tried a bunch of image editors and couldn't find one that didn't. So you can't use method 3 with specifically their albs. However, it doesn't matter really for the normal and mix textures. I ended up using method 2 for specifically the eyes alb and then method 3 for the rest.
5:52 what do I need to do to make the value appear in the Properties panel so I can change the Value for the eyes outside of the shader editor? Edit: found it out by myself. It's through drivers. Never heard of this feature before lol
Textures become emissive if you’re plugging something into that channel. Ideally, all the only needed inputs Color, spec, roughness, maybe metallic and normal.
Thanks for the tutorials you've posted recently! I hope you don't mind me commenting but I ran across a problem while trying to do method 3, there's a white outline around the irises when I tried putting a player's eye albs in a row. I don't know how to make the engine recognize all of the texture instead of just the irises. The eyes are fine if I just use the unmodified pngs.
Aw, I wanted to mention that somewhere, but couldn't find a spot because it's specific to the player eye textures. But re-saving their albs strip them of their alpha channel information. I tried a bunch of image editors and couldn't find one that didn't. So you can't use method 3 with specifically their albs. But It doesn't matter really for the normal and mix. I ended up using method 2 for specifically the eyes alb and then method 3 for the rest.
That requires setting up material switching to bones via drivers. Which I don't think was is in the scope of this tutorial. The creators Lacruzo and The Observatory has a nice tutorials on that.
As far as I’m aware, texture animations must be re-built in-engine. Material/texture animation systems aren’t exportable. The formates .gltf or .fbx and the newer USD can export shaders, but your mileage will vary since not all engines have the same shader nodes.
Dude Method 3 did it for me. Years of trying to find a solution, you are amazing !
Method 1 is the method I used in c4d and Maya all the time, but couldn't find nodes in blender thanks for helping me find out that it still works 😊❤
We have been blessed again with an amazing tutorial! Cant wait for more 🎉🎉
A note specifically about the AC Player eyes.
Re-saving their albs strip them of their alpha channel information. I tried a bunch of image editors and couldn't find one that didn't.
So you can't use method 3 with specifically their albs.
However, it doesn't matter really for the normal and mix textures.
I ended up using method 2 for specifically the eyes alb and then method 3 for the rest.
4:22 i find this satisfying.
Thank you so much for helping me with this 3:05! Was struggeling on how to set this up!
5:52 what do I need to do to make the value appear in the Properties panel so I can change the Value for the eyes outside of the shader editor?
Edit: found it out by myself. It's through drivers. Never heard of this feature before lol
yoooo node graphs
THANK YOU!!!!
Method 2 is making the white parts of my texture emissive and idk why or what to do about it
Textures become emissive if you’re plugging something into that channel. Ideally, all the only needed inputs Color, spec, roughness, maybe metallic and normal.
I don't know why but my textures are moving vertically aswell
Thanks for the tutorials you've posted recently! I hope you don't mind me commenting but I ran across a problem while trying to do method 3, there's a white outline around the irises when I tried putting a player's eye albs in a row. I don't know how to make the engine recognize all of the texture instead of just the irises. The eyes are fine if I just use the unmodified pngs.
Aw, I wanted to mention that somewhere, but couldn't find a spot because it's specific to the player eye textures.
But re-saving their albs strip them of their alpha channel information. I tried a bunch of image editors and couldn't find one that didn't. So you can't use method 3 with specifically their albs.
But It doesn't matter really for the normal and mix. I ended up using method 2 for specifically the eyes alb and then method 3 for the rest.
@@Densle2 thanks for the reply! on the bright side I don't have to hook up too many nodes for the alb since method 3 will work for the other two :^)
How i make change texture moving a bone?
That requires setting up material switching to bones via drivers. Which I don't think was is in the scope of this tutorial.
The creators Lacruzo and The Observatory has a nice tutorials on that.
@@Densle2 thank you. I'll see them
it turns purple...
Hi, just wondering is it possible to export any animations with this method? Or would you have to recreate it in a game engine for it to work?
As far as I’m aware, texture animations must be re-built in-engine. Material/texture animation systems aren’t exportable.
The formates .gltf or .fbx and the newer USD can export shaders, but your mileage will vary since not all engines have the same shader nodes.
@@Densle2 I was looking around as well it does seem not possible.Thanks for answering!