Character Colours: Difference between revisions
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All Off Grid character are textured the same way. They use a grid of colours call a LUT. | All Off Grid character are textured the same way. They use a grid of colours call a LUT. | ||
Each LUT is a 64x64 pixel.png texture and each tile in that texture is 8x8 pixels. We use consistent coordinates across all character models so if you wish to change the colours on any base model you can do it simply by changing the image and creating your own LUT. | Each LUT is a 64x64 pixel.png texture and each tile in that texture is 8x8 pixels. | ||
We use consistent coordinates across all character models so if you wish to change the colours on any base model you can do it simply by changing the image and creating your own LUT. | |||
[[File:Lut examples.png|none|thumb|Character colours look-up table]] | [[File:Lut examples.png|none|thumb|Character colours look-up table]] |
Latest revision as of 12:28, 5 September 2024
Colour lookup tables (or LUTs) with UVs
All Off Grid character are textured the same way. They use a grid of colours call a LUT.
Each LUT is a 64x64 pixel.png texture and each tile in that texture is 8x8 pixels.
We use consistent coordinates across all character models so if you wish to change the colours on any base model you can do it simply by changing the image and creating your own LUT.
THE TEXTURES
Albedo
The main texture is an Albedo colour map.
LUT LAYOUT HERE
Metallic + Smoothness
The second texture is a combined Metallic + Smoothness texture. The colour of the tile sets the smoothness of the material, with black for rough & diffuse, and white for smooth and reflective surface. The alpha value transitions between metallic (0.0) and non-metallic (1.0).
Only the colour texture is absolutely required, if the metallic+smoothness texture is left out the Character will be rendered with a simple diffuse material which will look fine in the game.
For more information on how Unity uses Metallic and Smoothness:
https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html
Setting up the UVs
Each part of the model is UV'd to a single color tile
Because Unity will compress the textures and that can possibly cause some issues like colour bleed around tile borders, it's best to leave a bit of extra space there. As we don't really need to cover any area of the texture in the UVs, just collapsing everything into single points and making sure that's more or less at the centre of a colour tile should work fine.
Skin and Hair
These values for skin and hair are used at the end of many LUTs to differentiate them from other version of the same LUT. However any colour can be used for hair and skin as you like.
Character LUTs
Many of these LUTs will work between all characters but to make sure the outcome is as expected use these guides when making new LUTs or altering existing LUTs.
Character LUTs
Unique Characters | LUT | Preview |
---|---|---|
Joe | Preview slot |
Vest | LUT | Preview |
---|---|---|
Vest_Col_Auditance_Security | Preview slot |
Waistcoat | LUT | Preview |
---|---|---|
Waistcoat_Col_Biker | Preview slot |
Vest
Vest_Col_Secuity
Waistcoat_Col_Biker
Vest_Col_Col_TruckerBlue
Vest_Col_SWAT
Vest_Col_WasteCollector
Vest_Col_Police
Vest_Col_Janitor
LongJacket
LongJacket_Col_BusDriver
LongJacket_Col_Docker
LongJacket_Col_Doctor
LongJacket_Col_HotelClerk
LongJacket_Col_Soldier
LongJacket_Col_Reporter
SmartSuit
SmartShirt_Col_Black_RedTie
SmartShirt_Col_Black_RedTie_Waistcoat
SmartShirt_Col_CourtClerk
Waistcoat
Waistcoat_Col_Biker
Waistcoat_Col_Denim
Waistcoat_Col_Builder
Waistcoat_Col_Docker
Waistcoat_Col_Editor
Waistcoat_Col_Porter
Smart Jumper
SmartJumper_Col_Blue
SmartJumper_Col_Green
SmartJumper_Col_Red