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Help with normal maps


Phate3

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I need a little help here. I'm trying to import a model from Oblivion to Skyrim, everything works fine until i set the normal maps. In NifSkope it looks perfect, then in game it's really bright and i don't know why. Here's an example: http://i.imgur.com/5QXdA.jpg

I generated the normal maps with the photoshop plugin because i'm retexturing this sword, but it does the same with the textures that came with the Oblivion mod. Any ideas?

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It's not a matter of brightness settings in game, it's only the sword which is too bright/over saturated. It's probably a problem with the settings in the photoshop plugin, i'm trying to fiddling around with it, but for now with no luck.
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The specular map is in the normal maps alpha channel.

Alternatively it maybe that the shader you are using is set up to use environment maps. If so you'll have to deal with that, or use a different shader from a vanilla nif. iirc Iron are not set up to use environment maps..

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The specular map is in the normal maps alpha channel.

Alternatively it maybe that the shader you are using is set up to use environment maps. If so you'll have to deal with that, or use a different shader from a vanilla nif. iirc Iron are not set up to use environment maps..

 

The more i read you replies, the more i realize how much of a newbie i am, and the more i'm grateful to you. I tried importing the model onto iron and daedric, the results are similar with a certain difference.

 

Here's a screenshot of the normal map in photoshop: http://i.imgur.com/g75xs.jpg

Import over daedric: http://i.imgur.com/juc23.jpg

Import over iron: http://i.imgur.com/5QXdA.jpg

 

There's something i can do?

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  • 5 weeks later...

it is as ghogiel said, the normal maps alpha channel defines specularity, if you didnt put anything there and didnt save the file as "DXT1 no alpha" then it will be white which equals "reflect all light comrades!!!"

easiest way to get a nice shininess is to copy the diffuse texture into that channel so that you get different lightning according to your diffuse texture (thats the one with the colour)

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