anjenthedog Posted April 17, 2022 Share Posted April 17, 2022 I have a character that is using a femalebody_1_s.dds file, apparently a specular ?overlay? file, per this quote from something I read a while back _s.dds - just had a look on it in PS, seems similar to the other object's _m.dds, same color scheme as the specular map mentioned in the _msn.dds.Black = dark, less reflection/gloss, white = the opposite. In her case, from playing around with layers in Paint.Net, and using it as a negation layer atop the original (once scaled to accommodate use as an overlay in Paint.Net) I discovered that it's a combo of sweat/rain and glistening. (which is kinda what I expected and exactly the layer I was looking for). She's a bit "glowy" due to the shimmer it produces. Can I just edit the file in paint.net, then use brightness/contrast to tune its effect down? Or is there a better method? I've fiddle a little bit with the main texture files before (smoothing, sharpening, adding a tat), but tbh, I've never edited any of the msn, sk, or s files In addition, at present, it's only a 512x512 file, whereas the main body texture is 2K. Would scaling the image to 2k (and a little sharpening and noise smoothing as needed) result in any improvements in presentation in-game? Conversely, would that be a "bad" thing to do, ie, it'd cause problems? thanks. Link to comment Share on other sites More sharing options...
anjenthedog Posted April 18, 2022 Author Share Posted April 18, 2022 nvm "problem" solved. yes and yes. I scaled the 0.5K "_s" file to 8K, cleaned it up with sharpen and noise reduction, then-down sampled back to 2K, and finally reduced the brightness a few clicks. works great. Link to comment Share on other sites More sharing options...
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