Jump to content

Re-texturing security helmet visor.


ToxicShift13

Recommended Posts

You bet. I have a few ideas for what to use it on, might make a certain companion who hangs out in Bobrov's bar (but that's if i'm really brave). If i can find a suitable mesh i might re texture something to look like a gorka mountain suit to go with the helmet, get the old soviet cold war look going.

 

I've always been curious as to what happened to Russia, would love to see the land, same with France and China, but since people already bring a lot of china touches to the mod community i thought i would throw in something era appropriate from the USSR, just for fun. :D

 

It might see the light of day if i can get permission from the guy who made the meshes, but i guess time will tell. Back to work for me. :P

Link to comment
Share on other sites

Ok, i'm now ready to add the eye slit, i'm just having a little bit of a hard time with nifskope. When i set the file path so it can find the textures, everything works except the visor itself, displaying the texture renders the visor invisible in nifskope.

 

On another note, and just for clarification, when you say it will use the alpha layer, you mean the one in the diffuse? Like if i just erase a circle with the alpha layer in that texture active, the game will just render that section clear?

 

And if so would i need to make a clear section on the texture, normal and diffuse maps?

Edited by ToxicShift13
Link to comment
Share on other sites

Try hitting Alt + S when in Nifskope, see if that does anything, ignore if not.

 

From what I remember, as long as you put the textures into your data folder, the filepaths should all be correct.

 

The alpha layer, I worded wrong, sorry, I meant the the NIAlphaProperty in the .nif. (9). That is set up for when you cut out the slit in the visor texture. The bit you cut out in the diffuse texture will be invisible.

 

Textures work fine here, remember to copy the textures and .bgsms into your Fallout 4 data folder as well as the mesh.

 

Can always post a pic of your progress.

Link to comment
Share on other sites

Nice one. It's not far off the original image you posted. The eye slit would complete it but either way, jobs a good one. At least you can work on textures at leisure now, knowing that the helm works for how you want it. You have the normal and spec map textures I sent for you which may act as a base to work upon.

 

Good stuff dude. I quite like the look of it with the Rebel.

Link to comment
Share on other sites

I did not have much chance to work on it yesterday, so today i'm making the eye slit. But another question i have to ask is that despite the visor and helmet being matched in color, the specularity on the visor makes it look a lighter shade because the sheen from the sun is very dull and also very very wide, usually covering over half the visor.

 

How would i go about changing the shine from reflecting light to be more pronouced and reduce the area it affects, so that it better matches the helmet itself?

 

If you would like to see what i mean here is the current version (with what i think will be the finalized hue for the helmet and visor):

 

http://www.mediafire.com/file/t68t0glb89oadfq/Soviet+Security+Helmet.zip

 

Edit: Ahhh, i see why, i just need to darken the green channel and make the red one a little brighter, thats simple enough. It actually has very very little reflection, its just extremely glossy. P.S. do let me know what you think of the color on the helmet (too bright? too dark? more tan? more green?).

 

Edit 2: Is there a special way to edit specular maps? Because i simply used the Hue-Saturation tool to darken the green layer and brighten the red layer and my game crashes on loading a save which si wearing the helmet.

Edited by ToxicShift13
Link to comment
Share on other sites

For the spec, I would drag in the spec map from the helmet then the visor and then compare them, work on the visor to match up with the helmet. You could even copy and paste parts from the helmet to the visor spec just to get a likeness.

 

Maybe check through the two .bgsms and make sure the settings are the same, remembering you want to match up to the helmets spec map, being more vanilla based.

 

I do lots of stuff with the tools, sometimes a little brightness and contrast, quite often hue and saturation, most likely all the stuff you're not meant to do!! :P

 

I use a lot of layers, sometime duplicating layers and changing the mode, say from normal to divide (useful for UV maps) or mulitply etc.

 

I'll take a look at the file and post back when I get chance.

Link to comment
Share on other sites

Anytime i make a change to the spec map the game crashes upon wearing the helmet, no idea what thats about. Here, try using it with this spec map:

 

http://www.mediafire.com/file/pcxcok4ugp4uvox/SovietVisor_s.DDS

 

I'm curious to see if it will also crash for you, if it does it means either i'm using gimp wrong or perhaps my version of gimp and its plugins is creating an unreadable spec map.

 

In fact, i'm going to make no changes at all to the spec map but open it and save it with gimp and see if that causes the crash, in which case i know its just gimp itself somehow corrupting the dds in some way.

 

Edit: Nevermind, i did not realize i needed to put a specific comppression on it (BC5). Il do that now.

Edited by ToxicShift13
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...