JuJooGuppy Posted January 30, 2016 Author Share Posted January 30, 2016 I missed this update, thank you for the fantastic info. it explained why some of my new textures werent displaying in nifskope, and I think I will be doing the same as you (using older PS for just the nvidia tools). I am pretty new to texturing, trying to learn all of this as I go. So the info is helpful (Some of it is beyond me, I wont lie, but only due to lack of experience). Thank you very much for taking the time to do this.When you say cut right out of the texture (Talking about the alpha info), you mean literally, like, there will be no texture in the diffuse where it i s meant to be invisible, correct? This is what I was noting when looking through the files. I figured out how to do partial transparency via the nifs + materials, so that is more what I was looking for at this time anyway.So the normal maps appearing the green/ red setting instead of the typical blue's, is that due to the newer dds format? Does anyone know of good tutorials on creating normal maps in this fashion (Or in general, I have no real experience. I understand what they are and what they do, just no proper experience in designing them).I also noted the Specular map was showing in the same red / green as well, where as iirc I normally saw it as more of a grey scale, white being shiny black being dull. So will have to tinker with that as well.Thanks all, having a blast modding, even if its slow progress currently. Link to comment Share on other sites More sharing options...
dazzerfong Posted January 30, 2016 Share Posted January 30, 2016 Here's a rough outline: Spec: BC5Normal map: BC5Diffuse: BC1 (DXT1) for more lossy compression, or BC7 (linear, fine) for nicer stuff. BC7 comes with a free alpha channel, so if you have an alpha channel on your diffuse, pretty much stick with BC7. Normal maps are orange because the blue channel is discarded in BC5. The swizzling is actually identical to FO3/Skyrim besides the fact the blue channel's gone. Initially, everyone thought it was a derivative map, but it doesn't look like it is from my stuff. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted January 31, 2016 Author Share Posted January 31, 2016 Here's a rough outline: Spec: BC5Normal map: BC5Diffuse: BC1 (DXT1) for more lossy compression, or BC7 (linear, fine) for nicer stuff. BC7 comes with a free alpha channel, so if you have an alpha channel on your diffuse, pretty much stick with BC7. Normal maps are orange because the blue channel is discarded in BC5. The swizzling is actually identical to FO3/Skyrim besides the fact the blue channel's gone. Initially, everyone thought it was a derivative map, but it doesn't look like it is from my stuff.Thank you, I gathered that from the bits of experimenting and other replies, but I appreciate having it re-affirmed. Now I just need to get better at texturing in general. Do most people use automated tools to generate normal maps, then adjust accordingly? I know of the concept of high poly baking when you make a custom model. But what about something like a retexture, where you wont necessarily have a high poly model to get a baked normal map as a base? Whats a good route to create one then? I know I have asked a ton of questions. But, at least I am learning, and trying to give back to the community with small mods to start. So I really do appreciate your time and replies; I don't take it for granted at all that people take their time to stop and reply to something that probably has been asked across the web a billion times. -The Guppy Link to comment Share on other sites More sharing options...
JimCassi Posted April 29, 2017 Share Posted April 29, 2017 Thanks for bringing up the DXT questions, as i'm new to FO4 texturing. I have made a lot of things for other games, but wasn't sure if FO4 worked the same, it's been a while since my DX9 days.. :laugh: Link to comment Share on other sites More sharing options...
AGreatWeight Posted April 29, 2017 Share Posted April 29, 2017 This guide might help you. Link to comment Share on other sites More sharing options...
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