rhodeder Posted July 22, 2009 Share Posted July 22, 2009 When applying the normal map to my model it becomes almost white with specularity how would i tone this down considerably? Link to comment Share on other sites More sharing options...
mechine Posted July 24, 2009 Share Posted July 24, 2009 GEEZ CHILL OUT WILL YAH, YOU'RE GOING TO SPOOK MY PET MUTANT AN HE'LL FREAK OUT I had the same problem about a month ago what I did is delete all the meshes for my custom content then start a new game and shoot big red ! in the face JEAH! lolz hmmm Gimp does normal maps (glow maps) although I never figured out how to do it You can sort of mess with normal maps with paintnet, but you can't create a new one So really the right way to do it would be take your texture an make GIMP generate a new normal map for it (glow map) Nifscope does have some stuff to tweek for this kind of thing, never used it If it were me I would just darked the base texture, (easy) What are you trying to create, chrome gold stainless steel, polished stainless, Inconel Ouuuuu Inconel it's so shiny NO, PET MUTANT YOU CAN'T TOUCH IT GET BACK http://fallout3nexus.com/downloads/file.php?id=7877 Link to comment Share on other sites More sharing options...
Baelkin Posted July 24, 2009 Share Posted July 24, 2009 Errmmm riiight. :rolleyes: Anyway, to make a model reflect less light you'll need to edit the alpha layer of the normalmap texture according to how glossy you want the various parts of the texuture. The way you can do this is either by using greyscale colors, or transparent white/black on the alpha layer. If you use grayscale colors, a flat black fill will cause the areas colored in to recieve the minimal amount of gloss while a flat white will cause the max amount of gloss as defined by the glossyness value in the models NiMaterialsProperty detail block. Grayscale tones inbetween will define less or more gloss as it nears black and white respectively. If you use transparency to define the amount of gloss, I think a flat white will again mean those parts of the texture recieve full glossiness while completely transparent will result in minimal gloss. As far as I know, it should also be possible to combine the two methods using transparent grayscale colors for varying degrees of glossyiess. Link to comment Share on other sites More sharing options...
mechine Posted July 27, 2009 Share Posted July 27, 2009 Oh come on.... That was funny... I think I remember trying a tutorial for making normal maps I'm pretty sure it was with GIMP but the part where you get into the alpha and set it to whatever metal you were making, it lost meh Where I couldn't find how to get into that part. Link to comment Share on other sites More sharing options...
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