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	<id>https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=3D_Asset_Workflow%3A_Tintmask</id>
	<title>3D Asset Workflow: Tintmask - Revision history</title>
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	<updated>2026-04-06T03:18:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=3D_Asset_Workflow:_Tintmask&amp;diff=1070&amp;oldid=prev</id>
		<title>Mio Mäkijärvi at 13:42, 28 July 2023</title>
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		<updated>2023-07-28T13:42:30Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:42, 28 July 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;div style=&quot;border-bottom:2px solid #99aac7; background:#d0def5; padding:0.4em 0.5em; font-size:130%; margin-bottom: 25px; text-align: center; float:top;&quot;&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;⬑  [[3D Asset Workflow]]&amp;lt;/div&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#lst:3D Asset Workflow}} &amp;lt;!-- Link list transcluded from main 3D Asset Workflow page --&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/div&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Summary =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Summary =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* A tintmask is a texture, in which different areas of the model are masked to separate color channels&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* A tintmask is a texture, in which different areas of the model are masked to separate color channels&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Mio Mäkijärvi</name></author>
	</entry>
	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=3D_Asset_Workflow:_Tintmask&amp;diff=924&amp;oldid=prev</id>
		<title>Mio Mäkijärvi: Created page with &quot;= Summary = * A tintmask is a texture, in which different areas of the model are masked to separate color channels ** The albedo of the model can then be colored in the Editor...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.frozenbyte.com/index.php?title=3D_Asset_Workflow:_Tintmask&amp;diff=924&amp;oldid=prev"/>
		<updated>2023-07-28T12:43:24Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Summary = * A tintmask is a texture, in which different areas of the model are masked to separate color channels ** The albedo of the model can then be colored in the Editor...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Summary =&lt;br /&gt;
* A tintmask is a texture, in which different areas of the model are masked to separate color channels&lt;br /&gt;
** The albedo of the model can then be colored in the Editor using these channels&lt;br /&gt;
* Tintmasks are very useful for creating multiple differently colored variations of the same model, without having to make [[3D Asset Workflow: Alternative Textures|Alternative Textures]] for all of them&lt;br /&gt;
* When using tintmasks, &amp;#039;&amp;#039;&amp;#039;it&amp;#039;s important to always adjust the default colors to be nice and usable as is&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Otherwise the model will be black, and additional adjusting is needed&lt;br /&gt;
* Some general Editor tips for tintmasks can be found from [[3D_Asset_Workflow:_General_Tips#Editor|3D Asset Workflow: General Tips#Editor]]&lt;br /&gt;
&lt;br /&gt;
[[File:tintmask_example_ledgegrabs.jpg|500px]]&lt;br /&gt;
[[File:Trine 4 wizard box tintmask.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== How Tintmasks Work ==&lt;br /&gt;
* Tintmasks are used to &amp;#039;&amp;#039;&amp;#039;control an object&amp;#039;s surface color using an RGB mask and color pickers in the Editor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The mask has 3 layers - 1 in each color channel, and a base layer in the alpha channel&lt;br /&gt;
* The colors are blended together based on the masks&amp;#039; grayscale values, and the chosen layer order&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The alpha channel (Base layer) controls the tint&amp;#039;s overall blending with the original texture&amp;#039;&amp;#039;&amp;#039;, meaning that an alpha channel with some amount of white is always needed&lt;br /&gt;
* The color channels correspond to certain layers by default, but they can be switched around in the meshmaterial&lt;br /&gt;
** The default layers are listed further below&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The tinting is applied through linear interpolation&amp;#039;&amp;#039;&amp;#039;, meaning the the tint is applied more like paint, covering the color on the previous layer, instead of showing anything through &lt;br /&gt;
** This makes the layer ordering important, since the result varies depending on the order in which the layers are applied&lt;br /&gt;
&lt;br /&gt;
= Creating Tintmasks =&lt;br /&gt;
* Tintmasks can be created in Substance Painter&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;The color channels must be made separately on custom texture channels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The T4_asset_export configuration merges these automatically into a ready tintmask&lt;br /&gt;
* In order to get a correct tintmask out of Substance Painter, you must add the proper User channels&lt;br /&gt;
** The texture channels and their corresponding mask channels are listed below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Texture channel&lt;br /&gt;
! Color channel&lt;br /&gt;
! Mask layer&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;User7&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Red&lt;br /&gt;
| Deco layer&lt;br /&gt;
| Small details, accents&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;User6&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Green&lt;br /&gt;
| Simple layer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;User5&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Blue&lt;br /&gt;
| Areas layer&lt;br /&gt;
| Large areas&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;User4&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Alpha&lt;br /&gt;
| Base layer&lt;br /&gt;
| Overall blending. Affects every layer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:tintmask_components.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
* The user channels are found in the same list as other special channels, like emission or scattering&lt;br /&gt;
* You can rename the channels in Painter to make them easier to work with, it won&amp;#039;t affect the export config&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The alpha channel (Base layer) is the only mask that is absolutely required&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* The Base layer controls the masks&amp;#039; overall blending, so without one, the mask does nothing&lt;br /&gt;
* Even when there is the alpha channel in the tintmask, the texture files don&amp;#039;t need to have at or ab in their name, unless they really use alpha&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The layer names and uses are arbitrary&amp;#039;&amp;#039;&amp;#039; when it comes to which layer affects what, but it is a good idea to keep things consistent for the sake of level artists&lt;br /&gt;
* User channels generally don&amp;#039;t show up on the mesh when texturing in Painter, but you can view them by cycling the single channel views&lt;br /&gt;
** Hotkey &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039; to switch to next texture channel, and &amp;#039;&amp;#039;&amp;#039;shift + C&amp;#039;&amp;#039;&amp;#039; to switch to the previous&lt;br /&gt;
** Hotkey &amp;#039;&amp;#039;&amp;#039;M&amp;#039;&amp;#039;&amp;#039; returns you to the material view&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Anchor points&amp;#039;&amp;#039;&amp;#039; help immensely when creating masks based on texture elements&lt;br /&gt;
** Anchor points allow you to refer to an earlier layer in the stack, so any changes made there will transfer over the anchor point&lt;br /&gt;
*** In this case, by adding a fill effect to a layer, and to that fill assign the anchor point&lt;br /&gt;
** Here&amp;#039;s a video explaining anchor points:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube&lt;br /&gt;
|https://youtu.be/w44yuMFtFyM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;09 - Using Anchors&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Video:[[3D_Asset_Workflow:_Tintmask#Sources|Sources]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|frame&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Using the Tintmasks in the Editor =&lt;br /&gt;
* To tint an object, it needs a tintmask, which needs to be applied in the object&amp;#039;s meshmaterial&lt;br /&gt;
* Name the tintmask texture as [texturename]_tintmask.tga&lt;br /&gt;
# To find the meshmaterial, right click on the object (or its type) and select &amp;#039;&amp;#039;&amp;#039;locate type model resource&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# Right-click the meshmaterial (under MeshMaterialResources) in the model resource&amp;#039;s properties, and selecting &amp;#039;&amp;#039;&amp;#039;Locate GUID&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# Click on the three dots at the &amp;#039;&amp;#039;&amp;#039;TintColorMaskTexture&amp;#039;&amp;#039;&amp;#039; and navigate to the mask texture&lt;br /&gt;
# Then save resources or it might not appear&lt;br /&gt;
# In the meshmaterial, you can also set which color channels correspond to which tint layers&lt;br /&gt;
&lt;br /&gt;
[[File:tintmask_meshmaterial_settings.PNG]]&lt;br /&gt;
&lt;br /&gt;
* To enable tinting, select &amp;#039;&amp;#039;&amp;#039;EnableTintColor&amp;#039;&amp;#039;&amp;#039; in the ModelComponent properties&lt;br /&gt;
* Then you can adjust the tinting with the rest of the settings &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;TintLayerOrder determines the order in which the layers are applied&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:tintmask_settings.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Tintmask for an Existing Asset ==&lt;br /&gt;
* If you add a tintmask for an existing asset that already has textures, you&amp;#039;ll need to:&lt;br /&gt;
# Make the albedo map grey&lt;br /&gt;
# Re-adjust the colors for the default look you want for the asset in the Editor&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;The default look should be nice and not require adjusting each time&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
=Sources=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
Video 01 : Substance.  [accessed June 7, 2018] &amp;lt;i&amp;gt;09 - Using Anchors &amp;lt;/i&amp;gt; Available at: https://youtu.be/w44yuMFtFyM&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mio Mäkijärvi</name></author>
	</entry>
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