judsapriestfan Posted April 18 Share Posted April 18 (edited) I textured the armor mesh I created in substance painter, and according to a modding video I watched, I prepared an output template and exported 3 maps, converted them to .dds format. And imported my base color map as d.dds, and normal map as n.dds in properties, I did everyting right, but my texture looks very bright in outfit studio, I tried changing all kinds of texture settings (metallic,specular,opacity,roughness etc.), I tried different ways, but I couldn't solve this brightness problem, anyone have any ideas? (My substance painter template is PBR - Specular Glossiness) Edited April 18 by judsapriestfan Link to comment Share on other sites More sharing options...
scorrp10 Posted April 19 Share Posted April 19 I suggest taking a look at this mesh in NifScope and actually in-game. OtfitStudio has a tendency to over-brighten. Remember that you can always press L to toggle lighting. Here is a piece I am presently working on. VERY bright in OS. With Lighting toggled off: In NifScope: In game: 1 Link to comment Share on other sites More sharing options...
judsapriestfan Posted April 19 Author Share Posted April 19 40 minutes ago, scorrp10 said: I suggest taking a look at this mesh in NifScope and actually in-game. OtfitStudio has a tendency to over-brighten. Remember that you can always press L to toggle lighting. Here is a piece I am presently working on. VERY bright in OS. With Lighting toggled off: In NifScope: In game: Thank you very much for reply bro, Can you send me of your textures in properties? Link to comment Share on other sites More sharing options...
scorrp10 Posted April 19 Share Posted April 19 Not sure what you mean, but: Properties for the 'Bodice' mesh: Texture paths: 1 Link to comment Share on other sites More sharing options...
judsapriestfan Posted April 19 Author Share Posted April 19 5 hours ago, scorrp10 said: Not sure what you mean, but: Properties for the 'Bodice' mesh: Texture paths: Yes, I asked for this, Can I ask one last thing, is the color of the material we give to mesh in blender important? When I finished my armor, I added a material and didn't do any settings, and created a uv map with smart uv project and exported it, I didn't do anything else, If I know I made it true, I'll have all information I need to finish my armor. Link to comment Share on other sites More sharing options...
scorrp10 Posted April 19 Share Posted April 19 I am not quite sure what you mean. Just assigning a color to mesh in the viewport just helps to distinguish it from others. If you UV unwrap, you can assign image as texture, and then texture paint it. Then you can save the resulting image as .png and later convert it to a .dds. If you create a procedurally generated material (or load one from material library, you basically can add a bunch of texture image nodes and then 'bake' those textures (diffuse, normal, specular ,roughness etc) 1 Link to comment Share on other sites More sharing options...
judsapriestfan Posted April 19 Author Share Posted April 19 9 minutes ago, scorrp10 said: I am not quite sure what you mean. Just assigning a color to mesh in the viewport just helps to distinguish it from others. If you UV unwrap, you can assign image as texture, and then texture paint it. Then you can save the resulting image as .png and later convert it to a .dds. If you create a procedurally generated material (or load one from material library, you basically can add a bunch of texture image nodes and then 'bake' those textures (diffuse, normal, specular ,roughness etc) Thank you so much bro, you helped a lot, have a good day! Link to comment Share on other sites More sharing options...
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