Inside the downloadable zip files you will find a set of different maps, they are named accordingly to the standard used within the Allegorithmic products, and they follow (almost always ;-)) the guidelines explained into these documents so that they are suitable to be used for PBR workflows. You will find the maps you need for both metallic/roughness and specular/glossiness workflows.

 

For dielectric materials (non metals) we also provide a specular map that fits within traditional NON PBR workflows, you will find it named as "texturename_SpecNotPBR".

 

To summarize these are the maps you should choose, depending on your workflow:

PBR  METALLIC / ROUGHNESS

base color

tp_RustyMetal-001_BC
tp_RustyMetal-001_BC

metallic

tp_RustyMetal-001_M
tp_RustyMetal-001_M

roughness

tp_RustyMetal-001_R
tp_RustyMetal-001_R

displacement / height

tp_RustyMetal-001_DH
tp_RustyMetal-001_DH

normal

tp_RustyMetal-001_N
tp_RustyMetal-001_N

ambient occlusion

tp_RustyMetal-001_O
tp_RustyMetal-001_O

With dielectric materials (non metals) you will not find the metallic map, this is because if there is no metallic surface it is totally black. So you just need to set black inside the proper channel, to save memory. If you want a black metallic map to use for all dielectric materials you can download it here.

 

With dielectric materials the base color map and the diffuse map look exactly the same, so you will find just one map named as "texturename_BC+DIFF".

PBR  SPECULAR / GLOSSINESS

diffuse

tp_RustyMetal-001_DIFF
tp_RustyMetal-001_DIFF

specular

tp_RustyMetal-001_S
tp_RustyMetal-001_S

glossiness

tp_RustyMetal-001_G
tp_RustyMetal-001_G

displacement / height

tp_RustyMetal-001_DH
tp_RustyMetal-001_DH

normal

tp_RustyMetal-001_N
tp_RustyMetal-001_N

ambient occlusion

tp_RustyMetal-001_O
tp_RustyMetal-001_O

With dielectric materials (non metals) you will not find the specular map, this is because you would get a dark grey map with very tiny differences among different materials (with few ecceptions). So you just need to set a value between sRGB 40-75 inside the proper channel, to save memory. If you want a specular map to use for all dielectric materials you can download it here.

 

With dielectric materials the base color map and the diffuse map look exactly the same, so you will find just one map named as "texturename_BC+DIFF".

TRADITIONAL NON PBR  WORKFLOW

(only for dielectric materials)

image

 

tp_WoodenPlanks-001
tp_WoodenPlanks-001

traditional specular

(not PBR)

tp_WoodenPlanks-001_SpecNotPBR
tp_WoodenPlanks-001_SpecNotPBR

displacement / height

 

tp_WoodenPlanks-001_DH
tp_WoodenPlanks-001_DH

normal

 

tp_WoodenPlanks-001_N
tp_WoodenPlanks-001_N

ambient occlusion

 

tp_WoodenPlanks-001_O
tp_WoodenPlanks-001_O