Skin map textures (df_cc)
Skin map texture
The _cc_df textures are used instead of diffuse on models when skin is applied and each channel controls specific aspect of it:
Red
Red channel is used as material map for 6 defined types of it.
Materials shown in overkill base gradient template.
Example of PD2 Aimpoint material map layer.
Green
Green channel seems to be mix of various maps with diffuse as main goal of this channel is to give skin a shape and details like a diffuse but with colors controlled by skin.
Example of PD2 EOTech sight.
Blue
Blue channel is used to create "wear and tear" damage to skin as quality of skin lowers and gradient timeline progresses.
Example of wear and tear on PD2 EOTech sight.
Creating skin textures for custom models
Red
Material map can be either created by manually painting parts on channel or using exported UV layouts of selected meshes. Painted parts must only use solid color as any form of gradients or blending will results in artifacts.
Use these RGB color values to assign specific material:
- Metal - #000000
- Plastic - #525252
- Wood/Rubber - #6a6a6a
- Sec. Metal - #848484
- Cloth - #adadad
- Details - #efefef
RGB values from PD2 skin textures (These can be a bit more accurate when used with PD2 skins but could cause artifacts):
Metal - #000000Plastic - #2c2c2cWood/Rubber - #5c5c5cSec. Metal - #818181,#848484Cloth - #Details - #efefef
Green
Diffuse texture in grayscale can be reused for this channel. Image must be in edited be around light gray colors (Too dark image will results in missing details on models).
Blue
Work in progress
Note. For custom weapons blue channel can be completely white as skins from BeardLib module don't use quality.
Note about Payday 2 Model Tool
Current version of model tool allows to have mostly working skins with custom models. Majority of models require to use "Pattern UV" option when exporting to fix missing skin patterns.
Problematic models with broken patterns:
- new_raging_bull (wpn_fps_pis_rage_pts) - (1)