(04-05-2022, 03:10 PM)RustyBolt Wrote: My workflow might be strange because today is the first day that I have used Gimp and the workflow came about through trial and error. What I am trying to do is as follows:
I have an image and I have a roughness mask as a seperate image. So I want to add an alpha channel to the image so that I can paste the roughness mask into the image. Then when I load this into a game engine it only needs to read from one image instead of two. I tried Googling this but the answers I found either made no sense or they did not work.
Sorry if I can not give a helpful answer but I am not into games and their image formats. It looks like your game engine uses an alpha chanel for a purpose it was not intended for, uses it as a bump or displacement mask.
I have seen questions like this before, often it is something from a Photoshop procedure. If your game engine needs an alpha channel, then you have to keep it. If the pattern bothers you when working in Gimp put a temporary white layer bottom of the layer stack and remove it before you export.
Then it is try-and-see in your game engine.
I guess something like this: http://wiki.polycount.com/wiki/ChannelPacking