jonas66 Posted October 10, 2011 Share Posted October 10, 2011 Reference the screenshot below. I've made a custom normal map for one of my outfits, but there are issues. Originally, the nif did not have a specific normal map assigned to it in nifskope, probably because the base was ported from Oblivion, so it just came out flat, which is what I wanted, but it showed up for some people solid black in-game so I'm trying to create a new normal map for it. I'm wondering about the light splotches that are underneath the arm and on the side. Is that a normal map issue, or is it something in the nif itself that I need to change. It has both a stencil property so the textures are doublesided, and an alpha property attached to it. I'm not sure which of many things might be the issue. In addition to the splotches, the whole thing shows up quite shiny still, and if possible I'd like to tone it down. I've looked through numerous forums and a few youtube tutorials trying to figure out what it is and how to properly create a normal map, and it's still not quite turning out like I want it to. If anyone could help it would be appreciated. My link Link to comment Share on other sites More sharing options...
Ghogiel Posted October 10, 2011 Share Posted October 10, 2011 I'm wondering about the light splotches that are underneath the arm and on the side. Pretty sure tangent\binormals aren't correct causing lighting artefacts. In nifskope try spells>batch?update all tangent space. If that doesn't sort it out, the issue is caused by the UV, which I don't think it is but...overlayed & mirrored UV shells will exhibit screwy tangent space issues at the seam. As for the shininess and normal map, specular maps are contained in the normal maps alpha channel. Make it darker and see if that changes anything. Link to comment Share on other sites More sharing options...
jonas66 Posted October 10, 2011 Author Share Posted October 10, 2011 I've managed to tone down the shininess finally, layer masks to the alpha channel etc.. Still shiny splotches though, and it is right next to the seam up there. The update tangent space didn't do anything, I'd had that recommended already by eroniel who saw the pic on the imageshare. I'm not too familiar with what you're referring to in the UV shell. Is that something I can work on in Blender or nifskope? I'm kind of still at the rote point in both, I know how to make it do most of the things that I want to from a pure command/function understanding, but not always clear on What it is that I'm doing and why it does what it does. Link to comment Share on other sites More sharing options...
ziitch Posted October 10, 2011 Share Posted October 10, 2011 Try moving the back half off the shared UV location by moving it up, down, left or right of the texture where it would be if the texture was repeated - If the texture is 1024x1024, move that part of the UV up, down, left or right by 1024 units. Link to comment Share on other sites More sharing options...
jonas66 Posted October 13, 2011 Author Share Posted October 13, 2011 Try moving the back half off the shared UV location by moving it up, down, left or right of the texture where it would be if the texture was repeated - If the texture is 1024x1024, move that part of the UV up, down, left or right by 1024 units. Lol, sorry, but that's really over my head, unfortunately. Can you at least clarify which program you're talking about? Is that the lamp-looking thing in blender? Like I said, I know how to make things work, for the most part, in a general basis, but not always why or what I'm doing. Honestly, if you could just confirm which program you're talking about, I can probably go from there. I appreciate the help, I just have never run across, specifically and by name, what you're talking about. :facepalm: Link to comment Share on other sites More sharing options...
weijiesen Posted October 16, 2011 Share Posted October 16, 2011 Try moving the back half off the shared UV location by moving it up, down, left or right of the texture where it would be if the texture was repeated - If the texture is 1024x1024, move that part of the UV up, down, left or right by 1024 units. Lol, sorry, but that's really over my head, unfortunately. Can you at least clarify which program you're talking about? Is that the lamp-looking thing in blender? Like I said, I know how to make things work, for the most part, in a general basis, but not always why or what I'm doing. Honestly, if you could just confirm which program you're talking about, I can probably go from there. I appreciate the help, I just have never run across, specifically and by name, what you're talking about. :facepalm: the problem may yet still be in your normal. Why dont you change the normal map file path to data/textures/shared/flat_n.dds and see what happens. Also you can click ont eh Material property and check the gloss, maybe set it to 10.Also, if you wanna edit UV, just open your mesh in Nifskope, click on the part in the render that has the trouble, right-click on it, select 'texture' and then choose 'Edit UV', this will allwo you to do whatever you want to the UV and inspect it up close. enjoy Link to comment Share on other sites More sharing options...
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