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koojinn

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  1. Thanks for the info guys! I really appreciate it. I decided to ditch the metal and just work with colors. It works for highly weathered models but I'll have to visit the metal again when I tackle weapons. Doing it with color is giving me a 95% accurate transfer to the game. So I worked on a couple of frames yesterday.
  2. Sadly the effect is still happening. I found out how to get a metal look using just the spec and gloss. Metal and Roughness channels were deleted. All channels were set to RGB8, then 16, then 32. No difference. The project is set to DirectX Export is custom preset: Diffuse and Normal (DirectX) RGB. Specular Greyscale in Red channel. Gloss Greyscale in Green channel. All exported in 4k. Conversion in photoshop: Diffuse saved in DXT 1. Normal and spec both saved using Intel Texture Works BC5 compression. Spec saved as Normal map as well following TrophyHunter's guide on compression found here. http://www.nexusmods.com/fallout4/mods/1045?
  3. I'll have to test it out later today I just have to figure out how to do metals using spec gloss.
  4. Cool that works.. it lets me know what will happen in game. I wonder how people get metal with the PBR spec gloss then.
  5. Sigh... I'm trying to use the SPainter metallic materials and it keeps giving me gray glossy paint instead. I have no idea what to do. I messed with the normal and spec maps as much as I could and not even close. I wish we had the note from the texture people to work. Like if there is a sweet spot for the gray that activates the metallic properties. I toggled the metallic effect on the metal and we got a match. Desaturating the _s will bring the gloss up on the carbon and fabric. Metal is the issue. I wonder why the metal is not transferring over.
  6. Thanks for the reply! I had to do the flip thing with the textures when I was using Noesis to open the .nif files. NifSkope .obj does not require the flipped textures. Not sure what you mean "bake a self-ao from the lowpoly". If you mean apply AO to the lowpoly and export then yeah, I do that. Can we fake the AO by making a greyscale of the normal and applying it over color layer using Multiply? I was thinking that we would have to sculpt on the low poly and detail in something like zbrush to create our own highpoly. But before that I wanted to make sure I wan't missing something. Still new to this so thanks!
  7. Hey all! So for the past month I have been learning how to texture FO4. I have been successful in making a couple things (re-textured PA frame, 4k PA rig etc) but I have learned some things along the way. I have the motivation to work on textures but I need a better workflow. Current workflow: 1. Make a folder for the model and textures 2. Find mesh and open with NifSkope 2.0 Alpha and find the texture used with the mesh. Export OBJ to folder. 3. Open OBJ in Blender and rotate (most of the meshes are laying on their back). Export OBJ to folder. 4. Find textures and copy to folder. Make BMP 24bit of all the textures and copies that are flipped vertically. Flipped versions work sometimes when the normal doesn't look aligned. 5. Open SubPainter and import mesh and textures and paint. Export set to: Color - RGB Normal Open GL- RGB Specular - R+G+B Metallic to Red channel, Converted Glossiness to Green channel. It works ok if you don't use materials or smart materials and just hand paint. But those materials are the coolest part of SP and Quixel. http://staticdelivery.nexusmods.com/mods/1151/images/5222-13-1449663760.jpg http://staticdelivery.nexusmods.com/mods/1151/images/2845-4-1449554333.jpg Without a high poly mesh to bake AO into the texture I'm not sure about a workaround. The textures look alright but I know they could be so much more. Statements (correct me if I'm wrong) -It looks like FO4 is partly done using the PBR and standard (diffuse, normal, spec) ex: PA frame uses _d, _n, _s. Holo Tape uses only the _d, and _n. It has an _s but does not use it. If true how are you guys dealing with it? -I have been trying to texture in Substance Painter and Quixel but we are missing assets. Like a high poly mesh to correctly bake the normals and color ID maps. I'm guessing some have opened the meshes in their favorite 3D suite and made ID maps manually or am a missing a hidden file? -TIRES - 1 texture 3 meshes Not sure how to 3d texture these because when you export the textures it blasts away the textures it didn't use. Saving 3 different file for each tire and cutting them up in photoshop maybe? I think I answered my own question lol.
  8. Look for the file that ends with _s (specular/shiny). This usually controls the reflection. Black = no shine.. white = shine. Make a copy of the _s file and test it out. Some files don't use the _s and the shine is mostly if not fully controlled by the normal map ( _n ) For the normal map it's the same, black for flat.... white for shiny. -I save spec maps as DXT 1.
  9. Yeah I was playing around with the 30 day trial then discovered they have a Rent-to-own thing where you pay like $19/month and all the money goes toward purchasing the entire package; SubPainter, Designer, and B2M. You can stop payment any time and restart whenever and don't lose what you have already invested. Good deal really.
  10. Ok the Holo Tape issue is because even though there's a _s file, it does not use a spectral map. I released a 4k texture for the holotape and someone in the community said the _s file included is not needed. I think I got the crazy workflow down now thanks to all the comments.
  11. Normal map was converted to BMP 24bit, flipped vertically, then imported to painter. Can you change the way B.A.E. extracts? All I see is the 'extract' button. No options.
  12. I looked for a BGSM for the Holo Tape but could not find it in textures. I got textures to work using the Unreal 4 (packaged) preset in export but the specular map is off. I use to be able to force it by filling it with pure white, but that does not work on the Holo Tape. That trick works on the Power Armor Frame though. I'm also not 'baking' anything. That process is confusing me, or maybe it's the article writers confusing me. I'm confused. lol EDIT: .dds files are saved in DXT5 if it has an alpha other wise DXT1. Then I run DDSopt on the folder to make sure everything is ok. In SubPainter is there a way to turn off effects that wont show up in game? I don't know what works, and don't want to spend time on metals etc if they don't show up in game.
  13. Thanks Kalton! I tried to do what you said and this is the result. Seems like the _s isn't working. Even tried to make the specular all white to force gloss and nothing. So flat you can barely see the normal map. I did not use any materials as you said. Just painted red and used the Roughness and Metalness sliders. _d and _n are set to export RGB. For _s I split the RGB and placed them Metallic-RED and Glossiness -GREEN both from grey channel. Exported maps look like this: _n _s _d
  14. Ok cool thanks! I have been working on a test and with SP I'm not sure how to filter stuff out that wont translate to FO4. So in the export I made a custom preset for the Normal, Color, Specular maps. It sucks because the metallics don't transfer over. I tried putting a gloss map in the _g file and specular in _s, then swapping and the results are not even close. Result: Maps used: Metallic placed in the _m Base map placed in _d Specular placed in _s Normal placed in _n I see the spec is really dark (matte instead of gloss) so something is really wrong. Could it be as easy as inverting?
  15. Ok I found out how to flip the textures so they line up. SP does not want to let me paint on it. I read that the UV needs to be between 0 and 1 to work in SP but I can't find how to do it. I have blender for 3d but have not used it much. I figure the reason I can't find anything on setting the UV to 0-1 is because it's so basic that nobody else has a problem with it. So far my workflow is this: Open .nif in Noesis and export as .obj with 'flip UV' box checked. Open .obj in blender and rotate so the frame is standing correctly. Export as .fbx -.fbx because obj takes the 3 objects and UV and combines into 1 which is not useable. Open .fbx in SubPainter and I can't paint on it. Normal map aligned correctly but the 2D view has a grey box and UV is below the box.
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