thePhilanthropy Posted May 14, 2010 Share Posted May 14, 2010 hmm when i change the wall textures AND make a new normal map file "example wall_n.dds" the textures start to reflect light like smooth plastic but if i dont change the former normal map. they doesnt reflect light. so i wonder what the heck is the problem?ground textures with new normal maps seems to be ok mostly i use crazybump to make normal maps whats the point in retexturing if everything looks like plastic?any ideas? anyone? it's probably the alpha channel of the normal map that's causing the problem. It functions as a specularity map. White = very reflective, black = non reflective. crazybump probably generates a new one that doesn't work well with Oblivion (I haven't used the program, though.)just use Photoshop or Gimp (free) to copy the alpha channel from the originals into your new normal maps. Also make sure to use the correct compression format when exporting to dds. If the alpha channel is smooth with gradients, use DXT5 (interpolated alhpa). if it's monochrome (black OR white), use DXT1 (with 1 bit alpha).If the original has no alpha channel, use DXT1 (without alpha). this only applies to normal maps, of course.If a common texture (= color map) has an alpha channel, it's probably only for opacity. Don't edit that one. hope that helps. i will retexture everythingqarls textures have the resolution 1024x1024 and a few 2048x2048im making all textures 2048x2048 I don't think that's a good idea. I mean, ALL of them? Even textures for very small objects (like rings, amulets, etc)? On those objects you will have a hard time seeing the difference between a 256x256 and a 2048x2048. It's a waste of VRam. You can, of course, paint them at such a big resolution. But please resize the textures to something reasonable before exporting. 90% of the time 1024 is just as good as 2048, provided you're a good texture artist. To rattle off the old double-entendre: "It's not the size that matters, it's how you use it." Link to comment Share on other sites More sharing options...
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