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Shiny textures when editing normal and specular textures, need some help (Fallout 4)


agentbrea

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Hey everyone,

I am having a hard time when it comes to editing the normal and specular textures in Fallout 4. I don't know if it's an output option when I save the file, or if there is something I need to do in photoshop before saving, but whenever I edit them, the item in game ends up super shiny, flat and a bit pixelated. I am using the nvidia plugin in photoshop to save the textures. I've tried different output options when saving but I cant seem to figure out why it's happening. I never have an issue when only editing the diffused textures. I would appreciate it so much if someone could help. Here is an image to show what I mean (the visor is what i was trying to edit), thanks guys!

Also, I know there was another thread posted about something similar to this but I couldn't find any answers. And some of you may have seen my post about this in the general Fallout mod author forum but I was told I should have posted it here.

http://16bit-chick.net/nexus/visor.jpg

Edited by agentbrea
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Those specular maps are actually smooth maps, an hence are different, if we treat them as specular it's going to break. Material Swaps are used for all this an the specular I suspect is set in that, giving a default specular on textures, rather than actual specular maps, because it's a smooth map, an personally I got no F'ing idea what that is yet, also with the assets you got you could just edit teh materials in the .BGSM located in the materials .ba2 or whatever, an edited with material editor on the site, I'd link it but lack the time currently

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Yea I ended up extracting all of the materials and opened them with the material editor and I saw so many different options but I wasn't sure what I should mess with. I guess ill look more into it.

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enviroment mask ? it's used for stuff where part of it is shiny an part of it not, a full black one is no shine, bump that up thru the grey scale to white an it's full shine, so maybe black to dark grey is what you need

 

the alpha channel in the old normal maps had the shine in it, setting that channel to be defuse would make things matte

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enviroment mask ? it's used for stuff where part of it is shiny an part of it not, a full black one is no shine, bump that up thru the grey scale to white an it's full shine, so maybe black to dark grey is what you need

 

 

Thats how Ive been treating them. Tends to work.

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To edit FO4 normal maps in Photoshop use levels to change the RGB black level from 0 to 128, once that is done you will be able to work on them like regular normal maps.

 

Once you are done you must save them as a DDS with 3Dc compression, you will notice that once saved like that if you open them again they will look faded like the Vanilla textures.

 

For the _S/smooth map you have to edit the RGB channels separately, Red is Specular (black no reflection, white max reflection), Green is Gloss (black matte, white chrome) and Blue seems to be unused on the textures I've tested with even though it has stuff in it.

Edited by TheDarkShadow
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To edit FO4 normal maps in Photoshop use levels to change the RGB black level from 0 to 128, once that is done you will be able to work on them like regular normal maps.

 

Once you are done you must save them as a DDS with 3Dc compression, you will notice that once saved like that if you open them again they will look faded like the Vanilla textures.

 

 

To each their own..

 

I save as a TGA then convert to BC5 using the nvidia texture tools.

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