Arma Reforger Tools - Packing Textures

00:05:49
https://www.youtube.com/watch?v=H0BfD3Ri8L0

Summary

TLDRAquest tutorial ofereix instruccions detallades sobre com empaquetar textures per a les eines Arma sense la necessitat de Substance Painter. S'utilitza el programa gratuït Easy Channel Packing per dividir i empaquetar canals de textures per a un format compatible amb Arma. S'explica com dividir els canals de color i normal i després tornar-los a empaquetar correctament. També es donen consells sobre com saber si el procés ha estat reeixit i es recomana un vídeo addicional per aprendre a importar aquestes textures empaquetades a Arma Tools.

Takeaways

  • 📦 Easy Channel Packing permet empaquetar textures sense Substance Painter.
  • 🖌️ Els canals de color han de ser dividits abans d'empaquetar.
  • 🔄 Els mapes normals necessiten només els canals R i G.
  • 🔧 El programa és útil per convertir textures d'altres formats.
  • 🎨 El resultat d'empaquetat correcte és un color groguenc.
  • 💾 Guarda els fitxers com .png per evitar errors.
  • 📁 Es proporcionen instruccions per importar les textures a les Arma Tools.
  • 🌐 El programa és una eina gratuïta disponible a Gumroad.
  • 🔍 Un vídeo addicional està disponible per veure el procés complet.
  • ✉️ L'autor ofereix ajuda per a qualsevol pregunta addicional.

Timeline

  • 00:00:00 - 00:05:49

    Aquest és un tutorial ràpid sobre com empaquetar textures per a les eines d'Arma sense utilitzar Substance Painter. Utilitzem un programa anomenat Easy Channel Packing, disponible gratuïtament a Gumroad. Primer, s'han de desempaquetar les textures base per dividir els seus canals individuals. El procés inclou guardar els canals de color i normalitat necessaris i després empaquetar-los adequadament per a Arma. Aquest tutorial també serveix per convertir models d'altres formats. Finalment, s'ofereixen instruccions per a enregistrar els arxius empaquetats per tal que siguin compatibles amb les eines d'Arma.

Mind Map

Video Q&A

  • Què és el programa Easy Channel Packing?

    Easy Channel Packing és un programari gratuït disponible a Gumroad que permet empaquetar textures en el format Arma sense necessitat de Substance Painter.

  • Puc convertir textures d'altres formats amb Easy Channel Packing?

    Sí, és possible utilitzar Easy Channel Packing per dividir i tornar a empaquetar textures que originalment estaven en formats diferents com Unreal.

  • Quins canals es necessiten per dividir el color base?

    Necessites els canals vermell, verd i blau per al color base. El canal alpha no cal guardar-lo ja que sol estar en blanc.

  • Quins canals es divideixen en un mapa normal?

    En el mapa normal, només calen els canals R i G, ja que el B s'utilitza per al metal-liques quan es torna a empaquetar.

  • Quan empaqueto, què he de posar al canal alpha?

    En empaquetar, el canal alpha s'utilitza normalment per al rugositat.

  • Com sé si el procés d'empaquetat ha estat correcte?

    Si el procés d'empaquetat ha estat correcte, el mapa final hauria de tenir un color groguenc estrany.

  • Quin format de fitxer s'ha de guardar el treball empaquetat?

    Quan es guarda, el fitxer ha d'estar en format .png per evitar que es guardi com un fitxer blanc.

  • Puc veure com importar textures empaquetades a les Arma Tools?

    Sí, al vídeo de texturització del mateix creador hi ha una secció que mostra com importar textures als models a Arma Tools.

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  • 00:00:00
    hey
  • 00:00:01
    so this is just going to be a quick
  • 00:00:03
    little tutorial on how to pack textures
  • 00:00:06
    for the arma tools if you don't have or
  • 00:00:09
    just don't use substance painter
  • 00:00:12
    so
  • 00:00:13
    we're going to be using a little program
  • 00:00:15
    called easy channel packing it's on
  • 00:00:17
    gumroad and it's free i'll put a link in
  • 00:00:19
    the description so you don't have to go
  • 00:00:20
    hunt it down
  • 00:00:23
    and basically this will allow us to pack
  • 00:00:26
    our textures into armas format without
  • 00:00:29
    having a substance painter exporter
  • 00:00:31
    so once you download that it'll come in
  • 00:00:34
    and zip unzip it run the exe this little
  • 00:00:37
    screen will come up
  • 00:00:39
    you've got packing and unpacking to
  • 00:00:42
    start are going to unpack because we
  • 00:00:44
    need to unpack our base color and our
  • 00:00:46
    normals so we can split up the
  • 00:00:48
    individual channels to pack it into the
  • 00:00:50
    tools
  • 00:00:51
    format so click on unpack
  • 00:00:54
    um i've got
  • 00:00:55
    my you know my base raw texture maps
  • 00:00:58
    here no packing done not even like in
  • 00:01:00
    the
  • 00:01:01
    uh not even in like an unreal format um
  • 00:01:04
    if you do like for example if you have a
  • 00:01:05
    model that was originally packed like
  • 00:01:07
    exported for unreal and you have like
  • 00:01:10
    the
  • 00:01:11
    mrao i think they are
  • 00:01:13
    uh packed textures you can use this to
  • 00:01:15
    divide them back into metal roughness
  • 00:01:17
    and ao and then you can use this also to
  • 00:01:20
    repack said textures into armas format
  • 00:01:23
    so that would be another case you could
  • 00:01:24
    um or you would want to use a program
  • 00:01:27
    like this is if you're converting models
  • 00:01:29
    from other sources that are already in a
  • 00:01:31
    different format
  • 00:01:33
    but i'm just going to show how to do it
  • 00:01:34
    from raw
  • 00:01:35
    so
  • 00:01:37
    first we got to split our base color so
  • 00:01:40
    let it
  • 00:01:41
    divide it into our channels here
  • 00:01:46
    we're not going to save the ao because
  • 00:01:47
    it's just blank
  • 00:01:49
    but we are going to save the red channel
  • 00:01:53
    green channel
  • 00:01:55
    and blue channel
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    and then the other map we need to divide
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    up is our normal map
  • 00:02:01
    but with our normal map we only need the
  • 00:02:03
    r and the g
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    channels because b is um
  • 00:02:08
    where our metalness will go when we
  • 00:02:10
    repack this now i think the way the
  • 00:02:12
    engine does that
  • 00:02:13
    is there's like an algorithm or like
  • 00:02:15
    some basic
  • 00:02:17
    logic in the code that generates
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    um
  • 00:02:22
    the
  • 00:02:24
    the b channel
  • 00:02:26
    uh
  • 00:02:27
    i probably could do a tutorial on that
  • 00:02:29
    if people want it it's not it's just
  • 00:02:30
    kind of like
  • 00:02:31
    it's not necessary it's just uh i
  • 00:02:34
    remember someone told me how that works
  • 00:02:35
    at one point uh certain engines do that
  • 00:02:38
    i think unity does that with its normals
  • 00:02:41
    um
  • 00:02:43
    let's save the r
  • 00:02:45
    and the g channel of our normal and then
  • 00:02:48
    we can go back over to the packing and
  • 00:02:50
    repack these into the proper format so
  • 00:02:52
    i'm going to start with our color
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    and i'm just going to bring our channel
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    red
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    channel green
  • 00:03:00
    channel blue
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    and then our in our um ao
  • 00:03:05
    or not our our alpha channel sorry we're
  • 00:03:07
    going to put our roughness
  • 00:03:09
    so give that a minute to uh pack up
  • 00:03:12
    there
  • 00:03:14
    shouldn't take too long
  • 00:03:16
    and then after this we'll do our um
  • 00:03:19
    normal metalness and ao
  • 00:03:22
    there we go i'm just going to click pack
  • 00:03:24
    to make sure it actually packed it looks
  • 00:03:25
    like it did but it's kind of hard to
  • 00:03:26
    tell because
  • 00:03:28
    um the the having the roughness in the
  • 00:03:32
    ao uh the alpha channel link gonna
  • 00:03:34
    change the preview
  • 00:03:36
    so then go back here i'm just gonna call
  • 00:03:38
    this bass underscore
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    pact and do dot png because if you don't
  • 00:03:46
    for some reason the program will save it
  • 00:03:47
    as just a file which will be blank
  • 00:03:51
    if you do save it to fix that all you
  • 00:03:53
    would have to do is rename the file and
  • 00:03:54
    do png on the end but just quicker to do
  • 00:03:56
    it there
  • 00:03:58
    now we're going to do our
  • 00:04:01
    normal packing so we're going to grab
  • 00:04:03
    our red channel from the normal and our
  • 00:04:05
    green channel from the normal
  • 00:04:07
    and then we're going to so that there
  • 00:04:10
    and then we're going to put
  • 00:04:11
    metallic in the blue
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    and ao in the alpha
  • 00:04:17
    let that calculate up and we will have
  • 00:04:19
    our second and final map
  • 00:04:22
    ready to be imported into the arma tools
  • 00:04:32
    and there we go
  • 00:04:34
    uh it should be this like kind of yellow
  • 00:04:36
    if you've done it correctly it should be
  • 00:04:37
    this weird kind of like
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    yellowy
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    color
  • 00:04:43
    so i'm gonna
  • 00:04:46
    i'm gonna save that and i'm gonna call
  • 00:04:49
    that norm
  • 00:04:51
    underscore pact dot
  • 00:04:54
    png and then you'll have both texture
  • 00:04:57
    maps you need for a basic
  • 00:05:00
    um
  • 00:05:01
    for the basic texture workflow of the
  • 00:05:03
    arma tools right here you've got your
  • 00:05:05
    base packed and you're normally packed
  • 00:05:07
    if you want to see how to actually get
  • 00:05:08
    those in engine and set them up on a
  • 00:05:10
    model go to the
  • 00:05:12
    my texturing video which is also in the
  • 00:05:15
    uh arma tools playlist
  • 00:05:18
    you can't miss it
  • 00:05:20
    and that in that i cover how to export
  • 00:05:22
    with substance painter
  • 00:05:24
    and how to get them an engine so just
  • 00:05:26
    skip past the substance painter bit and
  • 00:05:28
    go to the importing the parts only a
  • 00:05:30
    couple minutes even with the substance
  • 00:05:31
    paint apart
  • 00:05:32
    so yeah
  • 00:05:33
    that's an alternate way if you don't use
  • 00:05:35
    substance painter
  • 00:05:38
    if you have any questions
  • 00:05:40
    please let me know
  • 00:05:41
    and i can
  • 00:05:43
    answer you as soon as possible
  • 00:05:45
    and i'll see you in the next one so
  • 00:05:47
    thanks for watching
Tags
  • empaquetar textures
  • Arma tools
  • Substance Painter
  • Easy Channel Packing
  • textures
  • format Arma
  • canals de color
  • mapa normal