PBR textures for Source Engine game assets which don't already have them.
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.
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
With MRAO Textures
Without MRAO Textures