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Re-texturing security helmet visor.


ToxicShift13

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As someone has now released a modified mesh for the security helmets which has the visor down infront of the character's face, i have been wanting to make a retexture for it to have it look like one of those old soviet maska helmets. The ones with a metal face shield with a slit to see like so:

 

 

http://www.dayztv.com/wp-content/uploads/2015/11/dayz-maska-1sch-helmet-w-i-p-confirmed-dayz-standalone-1.jpg

 

 

However going through the texture for the helmet i cannot seem to find the area on the texture to color the glass of the visor itself.

Does it lack one, or is it simply not very clear?

 

If someone could lend me a hand i would appreciate it greatly.

 

I am also including a jpg copy of the full size texture just below, to save the trouble of looking for it in hopes someone more experienced can point anything out for me (for example mark the area for the glass with a red hue or something, visual aids are nice :D) or simply confirm if it is not possible to texture the glass at all.

 

http://i.imgur.com/5PdRLd5.jpg

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The visor is a different texture. The helmet textures are found on securityhelmet.bgsm and the visor's textures are on security_visor.bgem.

 

New question, no matter how i edit the texture to look it always maintains the appearance of glass, now simply being colored glass. The color is massively dulled, and the ridiculous shine is present. When i look into the specular map it only seems to mirror the dirt and grime on the visor.

 

Does this mean that the glassy sort of look is from the type of material the visor is marked as? For example i know that armor parts can be marked as leather or metal material in the files and this will totally alter their glossiness and saturation and how they are rendered in general.

Edited by ToxicShift13
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If you take a look at the .bgem for the visor (found in Materials\Armor\VaultTecSecurity\VaultTecSecurity_visor.BGEM) you could try editing the 'Effects' settings with material editor. (In material editor, you'll see three tabs, General, Material, 'Effect'). With a bit of experimenting you may be able to make the glass less transparent and glossy.

 

Changing for instance the 'Falloff Start Opacity' to around 0.98000 might make the visor/your facemask a little more what you're looking for, especially if you leave the eye slit clear on your diffuse texture or even a different colour to your green texture/paint. It may still look like glass but it's worth taking a look.

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Thank you very much, il try fiddling with those settings a bit, i have been messing with that exact bgem for about 30 minutes but i really have no idea what i'm doing so its trial and error. So far i can't figuer what it is that makes the visor so unique in its qualities to most other items. My diffuse map is essentially identical to the helmet itself in color and the specular map (though i know nothing about speculars) looks more or less the same as the helmet's as well. Quite a head scratcher.

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Currently i can make it completely opaque, but as stated above, it looks like tinted glass, where the colors of the texture i am using are incredibly darkened and desaturated, as well as the overwhelming amount of gloss drowning it out further. My end goal is though for it to be entirely mat, no effects on it at all, but painted and rusty, sortoff like a roadsign.

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If you take a look at the .bgem for the visor (found in Materials\Armor\VaultTecSecurity\VaultTecSecurity_visor.BGEM) you could try editing the 'Effects' settings with material editor. (In material editor, you'll see three tabs, General, Material, 'Effect'). With a bit of experimenting you may be able to make the glass less transparent and glossy.

 

Changing for instance the 'Falloff Start Opacity' to around 0.98000 might make the visor/your facemask a little more what you're looking for, especially if you leave the eye slit clear on your diffuse texture or even a different colour to your green texture/paint. It may still look like glass but it's worth taking a look.

 

Here, it would probably help to clarify if i simply post an example picture, for testing purposes, this texture currently applied on the visor is a cutout from the texture of the helmet, so they could not be more identical, however, its barely recognizable:

 

 

http://i.imgur.com/ZfJQLWJ.jpg

 

The glossyness would not even be that large an issue if the visor was the same color as the helmet as the light green would somewhat absorb much of the reflectiveness. Btw, the only change made to the bgem is that one you suggested, other then that is essentially a mat green texture.

 

Here is what happens when its a fluorescent mat purple texture:

 

 

http://i.imgur.com/z0hedGH.jpg

 

 

Would it be possible that it is the environment map under effects which is creating the glass appearance?

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Where you have the new texture on your visor, you could cut out the eye slit and see what that looks like - similiar to the first image you posted. Not sure how that would look?

 

I did wonder if editing the .bgem would make it look still look like glass, I remember though from editing a lense on a helmet that I managed to get it quite dark looking and almost reflective. You could try the environment map. Maybe extract some of the cubemaps and take a look at them, or cross reference from another .nif.

 

Another way would be to edit the nif and change the .bgem to a .bgsm, alpha could be used for the eye slit if you wanted it to be clear or transparent. You'd get the same texture then as the helmet, depending on the spec map. That would mean adding a BSLightingShaderProperty rather than the BSEffectShaderProperty in Nifskope.

Edited by wubilyu
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