Textures and Texture Maps
The Detroit Tool is useful for displaying Detroit: Become Human's textures in thumbnails, along with associated information.
Keep reading for more information.
Types of Texture Maps
Diffuse/colour map. This applies colour to your model.
Roughness/Glossiness map. These maps are in greyscale or two-toned. White means maximum glossiness and black means maximum roughness. This determines how reflective your model is.
Bump map. These maps are in greyscale. It creates illusion of bumps without affecting the geometry of the model.
Metalness map. These maps are in greyscale. Black and white values dictate what is considered metallic (white) or not (black).
Normal Maps. These maps are typically purple but can come in green. The different colours dictate how light reflects on the model's surface without actually changing the geometry of the model.
Displacement maps. These maps are typically in greyscale. They are used to change the geometry of a surface to give depth, like pushing bricks out from a wall or carving cracks into a road.
Opacity map. These are typically greyscale and are used to make parts of your model transparent, like tree branches and grass.
File Types in Detroit: Become Human
DDS format. DDS stands for Direct Draw Surface. These textures can typically be replaced through IMPORT without having to change similar textures in other containers. QD format. This is specific to Quantic Dream. If replaced, these textures may crash your game since these assets are typically shared between models. To prevent crashing, replace all necessary files.
Tips:
GIMP or Photoshop is recommended.
Export your DDS image upside-down because it will flip when you import it into the Tool.
Remember to match its compression to the Image Format. For example: DX1 / BC1 (5).
If you need to export something as DX10 but your editing program doesn't allow that, instead use DX1. It works the same.
Related:
Download and Set Up the Custom Texture Tool
Sources:
What are texture maps? on webdew.com Other image sources:
Normal Map on docs.unity3d.com
PBR Texture Conversion on marmoset.co
File:Displacement Mapping.jpg on commons.wikimedia.org
THE PBR GUIDE BY ALLEGORITHMIC - PART 2 on substance3d.adobe.com
Bump-mapping on en.wikipedia.org
Different maps in PBR Textures on a.23d.co
Dead Tree Alpha Stock Photos on 123rf.com














