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Editing textures on a Mac


gmillar

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Photoshop CS5 on Mac doesn't seem to have native DDS support. It won't open the files directly and I can't find any option to export as DDS. That said, I was able to convert the DDS to PSD, and presumably will be able to convert it back. I don't know anything about normal maps and whatnot though. Is that embedded as part of the DDS file, and am I going to lose that info by converting it this way?
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Photoshop CS5 on Mac doesn't seem to have native DDS support. It won't open the files directly and I can't find any option to export as DDS. That said, I was able to convert the DDS to PSD, and presumably will be able to convert it back. I don't know anything about normal maps and whatnot though. Is that embedded as part of the DDS file, and am I going to lose that info by converting it this way?

 

CS5 does not include DDS support, you need to dload the Nvidia DDS plugin from Nvidia. You will also not have to worry about preserving alpha transparency channels with the plugin, and it does save normal maps.

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Photoshop CS5 on Mac doesn't seem to have native DDS support. It won't open the files directly and I can't find any option to export as DDS. That said, I was able to convert the DDS to PSD, and presumably will be able to convert it back. I don't know anything about normal maps and whatnot though. Is that embedded as part of the DDS file, and am I going to lose that info by converting it this way?

 

CS5 does not include DDS support, you need to dload the Nvidia DDS plugin from Nvidia. You will also not have to worry about preserving alpha transparency channels with the plugin, and it does save normal maps.

 

I haven't been about to find a version of the plugin that works on Mac. From looking at the DDS files though it appears that the normal map is a separate file, does that make sense?

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Yes, there are usually 3 different textures for skyrim models:

 

The Diffuse texture: this contains the color information seen on the model surface

 

The Normal Map: This texture defines how light and shadow is going to react on the models surfacee - its faking high resolution.

 

The Specular map: This black/white map is needed to get the models specularity for certain parts (black means no specularity, white means full): For example the characters lips are always wet, therefore they are more specular than the cheecks...

 

Sometimes there are more than those 3, something like glow maps, overall color maps etc. etc. but in general you will find ne diffuse, normal and spec map on the models...

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