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Texture lit as if it were a one-sided object


sephofmaryland

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Okay, I don't know what's wrong here, but basically the texture is lit all janky and stuff. I'm assuming it's a problem with the .dds file since it is also happening to the texture for the body even when it is applied to the default body mesh that clothes the clothes will think is wearing them.

 

When the model is looking at a light source, the entire mesh will be lit up and glow as if the light source were surrounding it. When it is looking away away from the light source it will be completely dark as if there is no light anywhere. I don't think I messed up following the tutorial I'm following, but I dunno I'm probably wrong on all my guesses.

 

It's a head mesh, not a helmet, I dunno if that makes things trickier.

Also, I know in the picture that the eyes and teeth are in very incorrect placements, that's a problem I'll deal with when I come to it.

 

 

Update: solved

I figured out the problem. The tutorial I was following said all I needed to do was make the _msn map from a flat image in gimp, but that was wrong. Apparently when you're making completely new meshes you need to "bake" a texture onto it called an "object space normal map" using a program like xnormals. It's not that hard to use, my meshes still dont get lit from specific angles sometimes but this is much much better than before. Hope this helps anyone that has a similar problem in the future.

Edited by sephofmaryland
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I'm still having trouble with this. I thought it might have been that it misread my .dds as being one side of a cube map but i didn't find anything in nifskope to suggest that cube maps are on (which I read would be labeled as "environment mapping" and is supposed to be for metallic textures (i think?)) so i'm still baffled af

also, i can confirm that it is a problem with the .nif because replacing the texture on the head with an actual skyrim head texture did not fix the shading issue.

Edited by sephofmaryland
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