Naming of texture maps

I feel a bit idiotic, but it’s been awhile since I worked with textures, especially naming conventions, so I have a series of textures from the sports car template, and I’m not sure what textures are what. the BC one is obviously the BaseColor, but wasn’t sure on the others:
2022-05-20_15h37_33
Any ideas? I’m connecting them in Blender.
Body_TAN, Body, CCRCCPlastic_M, Body_ASAOP_M, Body_MSR_M, Body_N
Thanks!

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It’s up to the individual artist most of the time for what they’re going to name a texture. Your base color could be called Diffuse (typically only if there’s shadows baked in), albdeo, base color. Roughness can either be roughness or gloss (inverted roughness). E is typically emissive, but some people call this a glow map. Then often you’ll see people combine textures into a single file to save on memory. Roughness, Metallic and Ambient Occlusion are often combined together since they’re all grayscale textures, but everyone names these differently. I call mine RMAO for Roughness, Metallic, Ambient Occlusion and I put the corresponding textures into the Red (roughness), Green (metallic) and Blue (AO) channels. The reason I do this is because Roughness and Red are the same letter. A lot of people do Metallic in Red and Roughness in Green though. Possibly because that’s how the pins line up in the UE4 material editor.

As for those textures… they’re all named really oddly to what I’ve ever seen… CCRCC plastic… C could be convexity or Concavity or just Color instead of base color… R is usually roughness… Not much help there. ASAOP - my guess would be Albedo, Specular, AO… no idea what the P is. MSR is most likely Metallic, Specular, Roughness which is odd because you don’t typically use specular with PBR materials. and N is obviously normals.

When you say “The sports car template” is this on the marketplace or learn tab somewhere?

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Thanks TorQueMoD for the clarity. Yeah, I’m quite familiar with how everyone does name things a little to a lot differently from others. I should have specified, that name of these maps. They are indeed in the auto template for games in 5.0.
I’ve not been texturing, for a long time and so the names sort of threw me, but it’s all good.
Yes, I thought the naming was a bit weird. I did determine the _bc, was base color, and the AO auto connected, strangely enough, in Blender, but the others, those just didn’t seem familiar. Thanks for any clarifications :slight_smile:
Have a great day!
Sean

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Oh okay. I haven’t started using UE5 yet because I know it’s going to be unstable and I’m still stuck on a GTX 1080. Can you look at the materials in Unreal and see what pins the textures are being plugged into? That’s how I would figure it out. If you can take a screenshot of the material I might be able to help you decipher things. It looks like a lot of those CC textures were just various masks (multiple textures combined into one through RGB channels). Lord knows why the artist named them that way. Like I said, I’ve never seen any similar names before myself either.


This’ll show you the connections. DOH, does help to see LOL, just weird is all.

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I find so weird to see anything on the green channel that’s not roughness when packing.
The green channel has more information, just an extra bit of info. Not sure why pack spec on it, so weird lol :thinking: