#1 is more for those that will create a texture from scratch, for example:
- If you are going to create 4 different textures for each part of the armor (helmet, cuirass, boots, gauntlets), then your texture source = your base texture = your base material texture must be the same.
You can not achieve an equal visual result if one texture has a base texture of "Silver" and the other ones of "Iron Rust".
This is what's going on with your helmet and your cuirass.
Adding a little more detail to my previous post:
- The "Normal" map plays a significant role also, its high and depth, and especially the "Normal's Alpha Chanel" which is responsible for the highlight - Specularity - Specularity straight - Specularity range.
If 2 meshes have the same textures but their normal maps doesn't share the same "Alpha Chanel" value, then you will end up with an non-uniform visual result.
- The same principle applies for the "Greyscale Environment/Reflection Mask" when using "Environment/Cube Map".
* When using "Environment/Cube Map" all meshes must have the same "Enviromental Map Scale" value.
* Also, all meshes must share the same "Shader Flags".
As you dig into learning about creating/applying textures you'll find out that a lot of little details makes all the difference !.
I would strongly advise you to learn at least "Photoshop" if you intend on doing some high quality texturing.
Here is some info that i don't know if it exists somewhere on Nexus forum, is for Skyrim 'dds' but the same principles applies for SSE textures.
I hope it helps.
Edited by maxarturo, 18 April 2020 - 07:03 AM.