Unreal Engine Glossary
Known Texture Name Meaning
Suffixes:
_C
is Colour/Diffuse/Albedo
_M
is Metallic
_F
is Fuzziness Mask
_T
is Translucency (for subsurface)
_N
is Normal
_R
is Roughness
_ARM
is a composite map consisting of Ambient Occlusion, roughness and metallic on RGB channels respectively.
_ORM
is a composite map consisting of Ambient Occlusion, roughness and metallic on RGB channels respectively.
* _Body_Mask
is the mask used in most emissive (power up) textures
Texture Suffix | Red Channel Purpose | Green Channel Purpose | Blue Channel Purpose | Alpha Channel Purpose | Texture Group | Compression Setting |
---|---|---|---|---|---|---|
_C | Character | |||||
_F | CharacterSpecular | |||||
_M | CharacterSpecular | Grayscale | ||||
_Mask | CharacterSpecular | Grayscale | ||||
_N | CharacterNormalMap | Normalmap | ||||
_R | CharacterSpecular | Grayscale | ||||
_T | CharacterSpecular | |||||
_E | CharacterSpecular | |||||
_ARME | Ambient Occlusion | Roughness | Metallic | Emission | CharacterSpecular | |
_ORM | Ambient Occlusion | Roughness | Metallic | N/A | ||
_RMSE | Roughness | Metallic | Speculars | Emission | Masks |
Meshes
SK
Skeletal Mesh: Model itself, you can change which skeleton it uses or change/add materials. It doesn't contain animations or skeleton itself.SKEL
Skeleton: Skeleton used by model. Some models have shared skeletons like dragon elders. Sockets can be created from this filePH
Physics Asset: Used for defining physics and collision for skeletal mesh, think it like a hitbox but it's not used in Spyro Reignited Trilogy
Materials
MF
Material Function: Little snippets of material graphs that can be reused across multiple materials.M
Material: Main materials, think of them as shaders from UnityMI
Materian Instances: Instances of materials, they do not allow anything other thhan changing already defined parameters from it's parent material, Think of it as materials that use a shader in Unity.