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Problem with custom textures-they are blurred,awful


DwemerManiac

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Hi

I'm trying to use in SCK my own, custom made textures for my new worldspace mod. I'm going to build a big continent with huge,rocky desert inside. I tried to do my own "red rocks" 1024 and 512 versions textures according to some tutorials -I've made difuse.dds and normal map_n.dds, imported it to SCK (added new texture and landscape),then added those textures to some mountain cliff model (new ID form of course).

And it works, in SCK it looks good. But when I cow into my world in the game,thereis a problem:

 

from distant it looks good:

http://pl.tinypic.com/view.php?pic=16nsdj&s=8#.Uu-Pc_tRe9s

 

but when I approach to these rocks, or jump on them they look awful, like 256 or lower resolution textures;?

where is the problem?

should I make higher resolution textures?

or maybe it's problem with weak normal map for texture ?

 

 

http://pl.tinypic.com/view.php?pic=34sgpiv&s=8#.Uu-PL_tRe9s

 

Thanks for any advice how to solve it

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Well in the screenshots it looks more like a mountain mesh to me with all the jagged edges and less like the more organic landscape shape... either way I don't have that much to go by here without looking at the files. How did you make your normal map? Does it have any alpha/specular layer in itself? It could be that it's just too noisy and the lack of an alpha layer makes it reflect everything at 100% strength.

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yes,it definitely problem with normal maps...

but I'm a noob with graphic programs and don't know how to do it properly?

Lazyskeever, I hope You are not so lazy;) and maybe you could describe, step by step, what should I do in Photoshop to achieve good working normal map. I don't do anything with layers. I only have oryginal image, use filter to do normal map, only change a bit simple things contast,brightness. I don't know how to do it, when it will be correct.

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Copy the diffuse image, then create a new layer in the channels tab in the normal map and paste it there. It will automatically be assigned as an alpha layer and be black and white. After that you can tweak the brightness and contrast depending on how reflective you want it to be. As you might guess, the brighter areas will be more reflective and the darker areas will be less reflective. Then save it as a .dds with alpha.

Edited by lazyskeever
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ok, I will try it tommorow, I mean today...;)thanks

 

another two problems:

 

1) shining parts of model

http://i61.tinypic.com/wb2cye.jpg

 

http://i61.tinypic.com/wb2cye.jpg

 

 

2)hundreds of mini size textures in one cell...

 

http://i59.tinypic.com/n6ruxc.jpg

 

 

Do you know what kind of problem do I have here? how can I solve it?

Edited by DwemerManiac
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