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Source Engine PBR Textures

PBR textures for Source Engine game assets which don't already have them.

Colour channels

All MRAO textures are in the glTF format:

  • R - Ambient Occlusion
  • G - Roughness
  • B - Metalness

Emission maps store the colour of the emission at a point, with black being no emission.

Usage

To make it easy to match these images up with the corresponding Source Engine asset, the following conventions are used:

  • All textures are placed in the same folder as the corresponding diffuse/albedo texture
  • All textures are prefixed with the diffuse/albedo texture name
  • MRAO textures are suffixed with _mrao
  • Emission textures are suffixed with _emission

Showcase

With MRAO Textures

With MRAO

Without MRAO Textures

Without MRAO