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cheapley2

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  1. I have gone through some modding tutorials on youtube and some of them were using the xoliul shader / 3point shader, I tried to set up both of them but can't seem to get it right and they don't seem to reflect how it would actually look in-game... in fact, is it even necessary to use a shader in 3ds max for texturing or are there any alternatives? thanks, any information is appreciated.
  2. thanks for the reply =) after reading I did some more research and experimenting with the cubemap / environment map and the glossiness / specular strength value in nifskope. could use some clarification. from what I understand (in regard to Skyrim textures anyways): specular map (the one embedded in the alpha channel of the normal map) = shininess of an object glossiness value in nifskope (i think it replaces the function of a gloss map) = width of the highlight cube map = the appearance of the reflection on metal or other materials (i changed the cubemap to chrome_e.dds and noted a significant difference) the environment map _m = if the object is reflective or not and like you said... they all seem to add up together, so in order to make a realistic textures, I need to tweak all of the above. am I understanding them correctly?
  3. hello, I am having trouble to make my custom sword to look like the way I want it to... could use some tips =) P.S.: I am very new to 3D modelling and texturing, I did not even know how to create a cube in 3ds max 3 weeks ago... anyways, some screenshots here first: how it looks like in Max 2012 with xoliul shader and default lighting: http://www.4shared.com/download/jw79FhjWba/re-katana_max.jpg?lgfp=3000 the _n map with specular in alpha channel: http://www.4shared.com/download/LvfdSvAtba/n_map.jpg?lgfp=3000 and now what confused me the most... the _m map http://www.4shared.com/download/Dfespfomce/m_map.jpg?lgfp=3000 here is how it looks like in-game http://www.4shared.com/download/aZRE-oXNce/in-game.jpg?lgfp=3000 so my problem is... 1) I aimed to make the reflection looks like some of the common katana, smooth and shiny looks like a mirror, for example -> http://new.uniquejapan.com/a-houka-katana-from-the-nambokucho-period/ however... the way it looks in game the surface seemed a bit rough... any tips? 2) secondly, how does the specular map interacts with the _m map? basically I followed this guide -> http://tesalliance.org/forums/index.php?/tutorials/article/92-graphic-artistry-environment-maps/ to create the _m map but i am quite confused on what does it actually do... 3) i have also textured a gloss map in photoshop, is it used in skyrim or do I have to convert it to something else? 4) the fabric warp around the hilt seemed a bit dull and lacking in depth... it does not feel like leather but more like paper, too matte? or should I add depth to the pattern via the normal map? 5) and... any further tips to improve the model and the texture? seems like a lot of questions... but the thing needed a lot of tweaking I think.... I am quite new to this so could use any tips, thank you =)
  4. thanks a lot fore, figured it out with your help and some reading thru the FNIS documentation =)
  5. thanks fore, so I have to create an animobject (? with CK) and then define the animation to use that particular animobject with FNIS?
  6. hello all, new to the forum here =) English is not my native so please pardon me. i am working on a new musket animation but i want to know if its possible to add an item in the animation purely for display that will show up in game? for example, there are some posing mods in oblivion that add a cup, a book etc when the animation is played, is it possible to do it in skyrim? thanks a lot.
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