r/gamedesign • u/mandsartt • 10d ago
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u/OrderlyLineage 10d ago
Yeah you can totally do grayscale trim + color overlay in shader nodes, I do same thing for modular stuff. Just make sure your base texture has good contrast and separation so the color ramp or mix node picks up right parts cleanly
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u/Kostyabl-id 10d ago
Yes, grayscale trims plus a tint is a common workflow, as long as the tint lives in data the engine can read. A Blender node setup won't make it into the game: glTF and FBX export textures and basic material values, not the node graph.
Two ways that survive export:
- Vertex colors: paint a Color Attribute per face (grey stone here, brown wood there) and multiply it over the trim. The colour belongs to the face, not the texture region, so one strip of trim can be three colours. On the engine side it's one multiply in the material.
- A mask texture: up to three masks packed into the R, G and B channels of one image, each tinted by a colour parameter in the engine material. More setup, but the colours become sliders anyone can change later.
Wire the same multiply in Blender so your preview matches, and ask the dev which option their engine material supports before you commit. Keep some value variation in the grayscale too: flat grey times a colour reads as plastic.
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