diff --git a/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst b/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst index 5af136f74b..47096a83e7 100644 --- a/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst +++ b/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst @@ -38,7 +38,9 @@ However, a scale factor like this is impractical to work with. A better approach Materials ========= -In Blender, use the Principled BSDF node with textures plugged into the correct sockets. TODO... +OpenMW uses the classic, specular material setup and currently doesn't use the more mainstream `PBR `_ way. In Blender, the mesh needs a default material with a diffuse texture connected to the ``Base Color`` socket. This is enough for the material to be included in the exported COLLADA file. + +Additional texture types, such as specular or normal maps, will be automatically recognized and used by OpenMW. They need an identical base name as the diffuse texture, a suffix, and be in the same folder. How to enable this and what suffix is used for what texture type is covered in more detail in :doc:`../../modding/texture-modding/texture-basics`. Collision Shapes ================