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Reflective and shiny Textures?


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Hey guys I've been trying everything to make the textures for some gloves reflective "almost a metallic look". So far everything I try only adds more of a glare like effect to my material rather than a reflective or shine. No matter what I do my textures seem very mat and dull with no shine at all.

 

For an example of what I'm going for the new LNC skinny stealthsuit by humannature66 gives off a shine that I'd love to replicate (and tweak).

http://fallout3nexus.com/downloads/images/16342-1-1308930332.jpg

 

Has anyone out there had any experience with creating shinier and reflective textures like that? I know there is the glossy number in nifskope but again, it only seems to create a glare effect (a white patch on a dull surface) :(

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The texture Normal map XXXXX _n.dd file’s Alpha Channel is the shine source. White very shinny Black No shine and everything in-between for different amounts of shine.

 

So you should have 2 texture files almost the same, one with _n.dds on the end that’s the normal map.

 

You can create Highlights in the Alpha channel by painting white over a grey'ish background

Edited by Agnot2006
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The texture Normal map XXXXX _n.dd file’s Alpha Channel is the shine source. White very shinny Black No shine and everything in-between for different amounts of shine.

 

So you should have 2 texture files almost the same, one with _n.dds on the end that’s the normal map.

 

You can create Highlights in the Alpha channel by painting white over a grey'ish background

 

Allrighty, I actually got my textures to work how I wanted them to :) However, I was also wondering if you or anyone else might have any information of how to create a transparent texture for something maybe like a surgical glove or something of that sort. Thanks a million for your help!

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A transparent texture is done in the same way but using the Alpha Channel in the main .dds file. Black = invisible, white = solid and any shad of grey is transparent the closer to black the more transparent.

For this you will need to add the NiAlpha property in the Nif file.

 

Maybe you can find a mesh for a glove that has a whole hand mesh inside. I haven’t seen one but then I haven’t been looking.

 

Or for just a see through glove texture you will have to create the appearance of being see through, if I were doing it say in PhotoShop: Make a pink hand, overlay that with a white layer reduce its opacity slightly and then using the eraser remove even more around where the glove would be tight knuckles etc.

Edited by Agnot2006
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A transparent texture is done in the same way but using the Alpha Channel in the main .dds file. Black = invisible, white = solid and any shad of grey is transparent the closer to black the more transparent.

For this you will need to add the NiAlpha property in the Nif file.

 

Maybe you can find a mesh for a glove that has a whole hand mesh inside. I haven’t seen one but then I haven’t been looking.

 

Or for just a see through glove texture you will have to create the appearance of being see through, if I were doing it say in PhotoShop: Make a pink hand, overlay that with a white layer reduce its opacity slightly and then using the eraser remove even more around where the glove would be tight knuckles etc.

 

 

Hey! you have been a great help I just have a few more questions....I've been tweaking around with all this stuff however I'm not sure what you mean by add the NiAlpha property. I'm assuming you mean in nifskope, but how exactly do I go about doing that? Thanks again!

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Just for anyone else who wants to know how to add the NiAlpha property in NifScope .

Click on the mesh item you want to add the Alpha Property too, which will highlight it in the Block Details list.

Make sure the NiAlphaProperty is not already there under the highlighted item in Block Details.

If its not there, right click the highlighted item in Block details, scroll down to “Node” then “Add Property” then click NiAlphaProperty.

Done.

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