1) Blender (Using Blender Render)
- Create Model (Mesh) without minor details (must have a bone, must be triangulated) (blender projects are saved as .blend)
- Create UV Map (mark seams, unwrap, check if correct with UV Grid)
- Assign Materials to faces of your Model (Mesh), and assign textures to your materials (after this step your model should look basically like you want it to, excluding minor details)
> Get PBR Substance Materials from the internet. (
www.textures.com) (Get at least an Albedo, a Normal, and an Ambient Occlusion version of each texture)
> Assign your Albedo, Normal, and Ambient Occlusion versions of a texture to the same material (Mapping => Coordinat => UV)
*(Albedo: Influence => Diffuse => Color / Normal: Influence => Geomerty => Normal / Ambient Occlusion => Shadow => Ambient)
- Add another UV Map and Unwrap (With the new UV Map selected in blue and with the old UV map's render icon active)
> You may need to go back and add more seams and unwrap again
> Your UV Map will be jumbled up so you will need to straighten everything up in UV Editor
- Create a new blank Image for your new UV map and Bake (With the new UV Map selected in blue and with the old UV map's render icon active, and with your Model (Mesh) selected)
> Bake Mode: Textures (gives you your Albedo UV Texture Map) => After Bake, Save As Image (.png)
> Bake Mode: Normals (gives you your Normal UV Texture Map) => After Bake, Save As Image (.png)
> Bake Mode: Ambient Occlusion (gives you your Ambient Occlusion UV Texture Map) => After Bake, Save As Image (.png)
- Delete all your materials and the old UV map, and create new material with 3 textures, assign your 3 baked UV Texture Map images to each texture
> Albedo UV Texture Map: Influence => Diffuse => Color / Normal UV Texture Map: Influence => Geomerty => Normal / Ambient Occlusion UV Texture Map => Influence => Shadow => Ambient
- Add minor details (Optional)
> Add minor details to your Model (Mesh) (Duplicate your Model (Mesh), grab (move on x or y) and move numeric value, then add in all your minor details to your model (mesh))
> Grab your Duplicate Model (Mesh) with all your details, and do the reverse move you did earlier (models (meshes) will be exactly on-top of each other again), keep it selected
> Create a new blank Image and Bake => Select To Active: Checked => Bake Mode: Normals (gives you a Normal UV Texture Map with all your minor details) => After Bake, Save As Image (.png)
> You will use this as your Normal UV Texture Map now
> Delete your Duplicate Model (Mesh) with all your details. So now you should only have your Model (Mesh) without minor details
2) Gimp/Paint.NET
- Load your Albedo UV Texture Map, copy and paste to new project (Also, make a copy of your original file just in case)
- Add details to your Albedo UV Texture Map and Save "Overwrite"
- Create your Metalness, Glossiness, and TintMask
> In the new project you made with the copy of the Albedo UV Texture Map => Desaturate (Colors Tab)
> Metalness: Copy and paste desaturated UV map to new project => Make metal parts pure or almost white, and everything else black or almost black => Export As .png (Metalness UV Texture Map)
> Glossiness: Copy and paste desaturated UV map to new project => Make smooth parts whiter, and rough parts darker (The smoother the whiter, the rougher the darker) => Export As .png (Glossiness UV Texture Map)
> TintMask: Just go back to the desaturated UV map project => Adjust Brightness/Contrast (Colors Tab) => Export As .png (TintMask UV Texture Map)
3) Blender (Using Blender Render)
- Check out your Model (Mesh) with all it's textures (if something is wrong with, or if you want to add another detail to, just edit the texture in Gimp again)
> Reload your Albedo UV Texture Map if you didn't close Blender
> Add 3 more textures to your Material and assign the 3 new textures you made in Gimp to each texture
> Metalness: Influence => Specular => Intensity&Hardness / Glossiness: Influence => Specular => Intensity / TintMask UV Texture Map: Influence => Specular => Color&Hardness
- Export Blender project to .cn6 format
4) Gimp/Paint.NET
- Load/Export all 6 of your UV Texture Maps to .dds (Gimp: Format RGBA8, Uncompressed, With Mipmaps) (Paint.NET: Format B8G8R8A8, Uncompressed, With Fant Mipmaps)