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How to texture custom items


GohanCZ

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ugh, I was hoping that someone with more experience in this field would help you, since I already know that the specular map works a bit differently from DA:O. Seing that no one else have answered though, I will do my best to help.

 

What determines how shiny each part should be is the specular map. In DA:O this is a complete separate map that you just put in just like the diffuse and normal map. From what I've read around though, the specular map in Oblivion is supposed to be copied into the normal map (put into the normal maps alpha channel).

 

Here, I will copy paste what it says on the construction wiki:

Specular Map

A texture effect that controls the specularity, or shininess of the model/texture. It can be found in the Alpha Channel of the Normal Maps. This image has 256 levels of gray when used in a DXT5 DDS, or 2 (Black/White) When used in a DXT3. In Oblivion's shaders, black areas are dule (not shiny), while white is shiny (fully reflective). Oblivion also features a few shaders for models that use Environment Maps for a glassy effect; Specular Maps will also control the visual strength of these effects.

 

So in the specular map, make the areas that are supposed to be metal grey, and parts like leather (if you have that in the handle for example) very dark grey.

 

I still hope that someone who knows more about this will help you, but I guess this response is better than nothing. You can also try to search around for older topics with the same problem (search "specular normal map"), since you aren't the only one who have asked this. However it is a bit hard for me to be certain of what they say when I don't have nifscope or similar (I'm a DA:O modder, remember? :whistling: )

 

I wonder how many times I mentioned DA:O, even though this IS supposed to be about modding for oblivion. Sorry about that guys

Edited by amycus
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OK, next important question, when modeling an item in 3DS max do i need to collape all the parts into one single mesh or can i keep them just grouped or something? Like if i want handle to have different material properties than the blade.

Aaand this leads to next question, do material properties like glosiness etc.. made in 3DS max impact how the item looks in oblivion?

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