the basecolour map; responsible for tones, small marks such as scuffs and creases, and logos
the normal map; responsible for creating the impression of a high poly model by mapping precise features onto a significantly lower poly model in order to preserve game performance
the mask map; responsible for informing the game which parts of the costume to colour based on the material and RGB value in a specific location
the SRMA map; responsible for informing the game’s lighting engine how to interpret and react to materials
Specular – the “shininess” of an object
Roughness – the roughness of a material; pertaining to the scatter of light reflected
Metallic – the “metalness” of an object; how metallic it is
Ambient Occlusion – a map that pre-renders shadows based on small details blocking a light source, in order to create detailed shadows at a fraction of the cost of real time lighting
the SSS map (SubSurfaceScattering); responsible for informing the engine that certain parts of the mesh are skin, and to allow backlighting and reflection from those areas in order to approximate the way light interacts with skin












