To create a model you mostly use the following texture types (you may click on the linked types to find more information on each):
|Diffuse texture||The texture used to define the main model color. Can also contain greyscale Alpha channel for alpha transparency.||_diff|
|Specular texture||The texture representing the specular intensity and color of material highlights defined as the "shininess" and color of specular reflections.||_spec|
|Normal texture||The texture defining the direction of normals on the surface. A normal direction for each pixel of the texture is stored in the RGB color normal map.||_ddn|
|Normals with Glossmap||DDNA textures are standard DDN textures with the Gloss map inside the Alpha channel. Introduced in CRYENGINE 3.6, it is crucial to achieving physically correct results.||_ddna|
|Environment texture||The texture allowing you to make a material reflective and the image that is reflected off the object.|
|Displacement texture||The texture which is utilized by POM/OBM/Tessellation to give more depth and definition to an object.||_displ|
|Detail texture||The texture allowing you to add more details to surfaces. It works like the second material layer and it is not affected by the mapping of the model it is used for.||_detail|
|Decal texture||The texture laid upon the diffuse texture, for adding to the object different cracks, mud or bullet traces etc.|
|Dirt Layer||The texture allowing you to blend another texture onto your base material in the same draw call, without the need to place an extra decal.|
|Blend Layer||Similar to the Dirt layer but this features blending of multiple textures using an adjustable mask texture and vertex alpha.|
It is important to use the correct suffix names for your textures as CRYENGINE and the Resource Compiler need this information in order to render textures and compile them correctly.
If you're finding random issues occurring with textures, double check that you have named your textures correctly as listed above.