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You still need a VMT for each material, and it must have the same name as the Blender material.
Thanks for responding, that means I have to create several VMT for each material?
https://gyazo.com/24f2ba8a4637f2883bb97217cb9926d7
* It gets a little more complex if you want to set up the model to swap materials. In this case, a material in Blender will need a separate material in Source for each different skin it uses.
However, each of those Source materials will still need its own VMT, because the VMT is the material.
EDIT: A material can only have one base texture (and for the sake of pedants in the audience: I'm talking specifically about model textures, it's not useful to talk about brush textures here).
If your material uses more than one texture, then you will need to determine what type of texture they each are and assign them appropriately.
based on your screenshot - you already have some issues with armature
You should have no more than 4 spine bones
and you should better place bones, because if they dont, you will have some bad results on bone rotation on sfm
https://gyazo.com/e0674569e65ad7776c6f17ffa026414f
https://gyazo.com/e46f66d7ca6acabb7f08506472396b9f
but still not working
- The base texture, also sometimes known as the diffuse or albedo texture contains the basic colour information for the surface.
- A bump or normal map contains information about the contours of the surface; the engine uses these to know how the texture is supposed to be angled and lit (but much less processing overhead than using huge amounts of mesh detail).
- Specular or metallic maps tell the engine how shiny the surface should be, and roughness maps how sharp those reflections are.
These are all coded as image files, however, as image formats are suitable for storing the data in an encoded format, which also makes it human-readable.
You will need to work out which files are which types of texture and then assign them to the correct parameters in the VMT file so that Source knows how to use them.
If you have normal maps (which normally look like a mostly blue wash of colours), then any specular maps (which will generally be greyscale, but not invariably - in any case, Source only supports greyscale specular maps) will need to be converted to an alpha channel in these files.
There is no specific limit on the number of spine bones; while too many isn't advisable from the perspective that Source only permits 3 weight links per vertex, the engine would be entirely capable of applying a rig script to a model that had 24 spine bones.
While the auto-rigger can't handle that many, I've definitely written rig scripts for models with more than four spine bones.
In any case, for an inexperienced porter, modifying a figure's skeleton and weight maps is perhaps not the best place to start.
Ok, look. The textures are divided into three parts, the head, the torso and the pants. And each part has 3 textures, for example the head:
https://gyazo.com/2b650ba4cdb9702ce34756a8d0233226
or the torso: https://gyazo.com/6db36eca3ee50361d7d81d7c85cb1f22
And look the names of the texture, i think that names aren´t normal, should I change them?
you can name texture files as you wish
BUT material name (which is VMT) must be named as your vertices at blender at material tab as on your first screenshot
It would probably be more accurate to say that the materials are divided into three parts.
Although the term "textures" is often used in a very loose way by laymen, they are distinct.
A model uses materials to shade the surface, a material usually uses textures to know how to do that (although it is entirely possible to shade a model without using textures, because materials can use parameters that are not textures). The model never directly uses the textures, and the splitting up of parts happens on a material level.
Those are supposed to be:
- On the left, a normal map (although it looks like it may be using a format Source won't like). The fact it's labelled as a DDNA file also implies it's either missing an alpha layer or you've got VTF edit set to not show alphas. This needs to go into Source's $bumpmap channel.
- Top right, the diffuse or base texture.
- Bottom right, a specular map. However, check the alpha channel of those DDNA files first, as it may already have a gloss map there, and Source won't be able to use both.
You don't need to change them, as Source will accept those as file names, but renaming them in a consistent fashion is often good practice.
1.Ok, I don't know if you were offended or not. If yes, sorry it was not my intention, my English is very basic and I help myself mostly by the Google translator.I am also trying to learn something that is not easy for me, so it costs me
2.So, should I create 3 VMT? One for each part? One for the head, one for the torso and one for the pants? And the texture that has many colors would go in normal map, the one that has normal textures would go in texture base and the other one in secular map?