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Photoshop errore! Please help!


PhilAnselmoXX

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Okay first thing the colour of your normal map is completely off in the second image which could be part of the problem. The correct normal base colour I believe is R: 128 G:128 B:255.

 

I'm also wondering if you've saved this as DXT5_NM which could also cause problems it needs to be saved as DXT5 ARGB 8bpp/interpolated alpha.

 

The first image with the layers looks correct, flatten that and try saving again. Don't normalize in case that is causing the issue. You haven't played with any of the settings in the DDS plugin have you? I did that once and it broke it.

 

Alternatively you could try reinstalling the DDS plugin since if somethings busted, a reinstall usually fixes it.

 

Other than that I'm at a loss to explain this one.

 

 

Could you tell me what should i do with the alpha channels?

I really don't know..

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Check this out it should help explain things better.

 

http://cs.elderscrolls.com/constwiki/index.php/Photoshop:_Normal_Maps_Basics

 

Here is also an example of the correct saving process from my mod work:

 

 

 

Hope this helps you out.

 

Oh my god... i worked with the texture file without _n suffix.

I've always worked with cuirassplate.dss and not with cuirassplate_n.dss

 

I'm an ass, right?

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Check this out it should help explain things better.

 

http://cs.elderscrolls.com/constwiki/index.php/Photoshop:_Normal_Maps_Basics

 

Here is also an example of the correct saving process from my mod work:

 

 

 

Hope this helps you out.

 

Oh my god... i worked with the texture file without _n suffix.

I've always worked with cuirassplate.dss and not with cuirassplate_n.dss

 

I'm an ass, right?

 

No not at all its an easy to mistake to make if you don't do a lot of modding. I've made some major screwups when I was first learning how to do this. So don't worry.

 

Important rule: Always stick to the naming conventions.

 

Also final thought: If you are saving a normal map with just a single colour in the alpha channel then save as DXT3 ARGB 8bp explicit alpha it helps to keep the file size down, but it can't handle normals that have a specular map with multiple soft shades of grey.

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It depends on image size more than anything 2048x2048 robes in my mod is 5.4mb for just the normal. The boots are 1024x1024 and thats about 1.3mb for the normal. So in regard to your question that sounds fine. Larger resolution textures take a little longer to save too.

 

In regard to the help, no problem at all. I hate the idea of someone struggling and banging their head against the wall to figure things out when at the end of the day you just want to get stuff done. Been there worn the t-shirt. lol.

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LOL

 

Is there a way to increase texture resolution with Photoshop?

Can it be done with normal maps?

 

Go to image/image size, type in 2048x2048 pixels etc for a 1024x1024 map etc. In the dialogue box at the bottom select bicubic smoother, best for enlargement. While this is okay for normal maps, its best to apply a little gaussian blur. However its not as good or as accurate as rebaking the normal map at a higher resolution, but you can't do that without expensive 3d software.

 

This is also not a good idea for diffuse colour maps since it pixellates the image too much, I know some people enlarge stuff and then sharpen it like mad and call it hi-res but it isn't. Its best to avoid habits like that if you want to learn to do the job properly.

 

Ideally you should paint a new texture from scratch at the intended resolution. I know some people just paint over the existing textures but if you save the original dds file as any part of your image you run the risk of causing nasty compression artifacts.

 

When you do a DDS Diffuse Colour texture you typically save as DXT1 if the image doesn't have an alpha. However its been compressed 4 or is it 8 times. So when you compress the image again through saving you compress it at double the previous amount and more information gets lost as a result. The best way is to use the texture as a guide to painting an entirely new one if you can.

 

Also try to avoid extreme colours like black and sometimes blue, because compression can make black look purple or dirty brown. It best to try things out really.

 

Anyway I think I've given away enough tips. lol. So best of luck with your modding.

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I figured this would be a relevent topic in which to post:

 

I'm trying to edit a face paint texture, but when I save the texture, the image is darker than it should be and there are little white dots that show up. This makes the paint more transparent in game.

 

I doubled the texture size and saved it as a dxt1 ARGB with 1-bit alpha, no mipmaps

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