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Overview

Substance Painter Export Preset is in the releases section.

CO Map:

Base color, darken or lighten stuff depending on how it looks in game, because some colors just don't look good the way Arma lighting is set up, unsure how to fix this yet.

CA Map:

Base color, same idea as above but this texture map has an opacity channel in the alpha.

AS Map:

Ambient Occlusion/Shadows, follows the same idea as modern Ambient Occlusion maps, but the red channel is full white, the green channel is the ambient occlusion, and the blue channel is white.

SMDI Map:

Red Channel

Red channel is pure white, it's unused.

Green Channel

Green is metallic. Metallic channels determine the actual material properties, so a full white texture will be all metal, whereas a full black texture will be all non-metal. The look of the metallic is heavily determined by the RVMat settings, but some good ones to start with for a shiny metal are as follows:

specular[] = {0.25,0.25,0.25,1};
specularPower = 80;

To explain this, the specular is set at 0.25 as to not cause too much blown out colors with absurd levels of shine, but instead, to make it more metallic, the specular power is higher causing a tighter and more coherent surface reflection. The next important settings are the Fresnel material properties, which also influences the look of the metal. Follow the guide on the Arma 3 Super Shader wiki for the numbers to use, they are based on real life measurements and you should tweak them from there by small increments until you get what you like, but they are a good start.

Now, let's say you have a metal and a non-metal on the same RVMat, you might ask how do I get the non-metal to have shine but not be as shiny as the metal. This is where you have to go against PBR texturing, and slightly decrease the metallic value of the non-metal part. It will give it the shine, but not as much shine as the metal part has.

Blue Channel

Blue is glossiness. White is shiny, black is dull. This applies under the metallic mask on the blue channel, so make sure whatever you want to be shiny also has a metallic value brighter than black.

NOHQ Map:

Normal map, DirectX format, nothing complex or weird here. Avoid using extreme values for your normal or height mapping, as it can cause pixilation in the texture when you look at in game and very strange lighting.

Glow Map:

You paint where you want things to glow that color, this is coming soon and you have to use TexGens + SuperExt shader and slot it into Stage8. Not technically fully working yet but I'll add the export, more info is found here in the ARMA discord

Example

Substance Painter Screenshot

Arma 3 - Buldozer Screenshot

Final Notes:

I am aware that my texture conversion as shown above might not be perfect, but it gets you pretty close and with some more fine tuning of the RVMat it will get it as close as possible with consideration of the outdated lighting engine in Arma 3. With the thanks to all the other modders who discussed this with me and helped me learn more, I hope you find use out of this guide and learned something new today. The lighting will never be perfect in Arma because of the wide variety of lighting scenarios, but if it looks good in default clear sky Stratis lighting, then it should in theory look good everywhere else. I would suggest downloading the RVMat I have provided as a good example of what to do for textures, feel free to use it as a base. If you have any specific questions, my Discord is scouter407.

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Arma 3 Substance Painter Export + RVMat Guide

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