zackh32 Posted February 26 Posted February 26 Hello all. I've been making a clothing mod recently (personal use only) and I've come across a problem when I made the normal maps. The lighting of the clothing is reflected differently depending on the textures (the sleeves textures are actually separate from the rest). I cannot seem to get the normal map right for the rest of the clothing. I've been using both Gimp and Paint.net and follow tuto on the web but I cannot seem to get good results. Is there something I'm doing wrong?
TheInadvertantBadger Posted April 30 Posted April 30 (edited) I typically use GIMP to generate the normal map for objects that I make. However, after creating a normal map using "Filters -> Generic -> Normal Map", I also make sure the normal map image in GIMP has transparency by going to "Layer -> Transparency -> Add Alpha Channel", and then using the eraser tool set at 95.0 opacity, I set the brush size to completely cover the image, and then click once, removing 95% of the normal image. Depending on the object, I may remove all color from the base image I'm making my normal map off of before using the Normal Map filter. In some cases, I tinker with using "Flip Y" when setting options for the filter, taking note that darker pixels will be mapped deeper/engraved vs. lighter pixels. You can check the normal map textures for Dwemer ruins for a visual example of this. I also make sure to export the normal map in BC3/DXT5 to allow for transparency in the finished .dds, as exporting in BC1/DXT1 seems to dump the transparency altogether. In the past, I had issues similar to this one, and it seemed to help remove some of the shine from the object if I used the procedure above. If it's a re-texture, you might also check for other textures which might be affecting the object: Environment, Specular, etc. Edited April 30 by TheInadvertantBadger
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