I was trying to export the textures for Anthony Carmine MP01, I got the D, MR, and E to export however they were only 1024x1024, and then the normal wouldn't convert at all, just kept going glitchy, I did have to grab them from the "T_MP_COG_AnthonyCarmine_MatCollection_sm_SG_LOD2" as nothing else exported with the MP01...
also can't figure out how to make the UV's correct in blender as the character UV's seem messed up.
Here are a few screenshots
https://gyazo.com/2daf7c1519290cec6b28bf30256c11d6 - Diffuse 1024x1024 and its the same with the E and MR
However the normal looks like this even running it through BC7 with Texmorph 1.9
https://gyazo.com/8dcbe537bc2a004592c92b94be3761a9 and it's only about 512 ish.
then on the character mesh this is what it looks like with a texture applied
https://gyazo.com/0e0028dc148303d263292fa646d33fb1 as you can see, the UV's aren't proportionate...
any help would be appreciated!
Hi there, you're probably trying to convert the wrong textures which makes the results like these. There's an upcoming update about the folders soon which will make the texture identification very simple. But until then, here's the list of the correct textures that you have to use for Anthony Carmine:
cog_anthonycarmine_mat02_body.b2tex1 normal map Converted with BC7 exe, 2048x2048. Also, extra info about the normal maps in Gears 5; their alpha channel is a metalness map and their blue channel is specular map:
cog_anthonycarmine_mat02_body.b2tex2 diffuse map Converted with BC7 exe, 4096x4096:
Also if you flip the UV's in Y-axis that should fix the issue.