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Texturing tutorial FOR Skyrim?


ghosu

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Thx will check it out.

 

So i save the normal now as DX1 without alpha to get reflection errors out of the game...

http://666kb.com/i/c0obwo9v8eqflor5x.jpg

 

A sword i made a few days ago has got exactly the same error...i'm pretty sure now its not the model/saving options, but something in the nif options.

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Looks like materials in the mesh. Have you thought about moving the geometry only to a already existing weapon mesh? Looks like it's hacked together with shapes that are sharing verts causing shading issues too. Edited by GrindedStone
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Looks like materials in the mesh. Have you thought about moving the geometry only to a already existing weapon mesh? Looks like it's hacked together with shapes that are sharing verts causing shading issues too.

 

Hi...what exactly do you mean, don't get it?

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These are .nif right? It's common practice to create the weapon then using nifscope you copy only the geometry, ni tri shapes/strips, then in a similar weapon you unpacked from the game, paste the geometry over it's ni tri shapes/strips. Then you update the aray in binormals an tangents. Update tangent spaces. Set your texture paths. Save it an it now basicly matches what was already in the game.

 

The shading thing is up on the handle in the orange pic there is a jagged hard shading line which happends if it's got double verts. Sometimes you want that like if you wana make a hole in something, other times you want it all connected so it's shaded as a solid item. The in-game looked light in color an glowy kind of which seems like a material setting maybe.

 

HDR an Bloom pretty much ruin anything even near the color white in defuse, you could darken the defuse 25%-50% a 1:2 ratio so darken brightness by 5 then adjust the color saturation lightness to darken that 10 in steps, but typically it's 25% to 50% thus making HDR Bloom kind of useless to a modder, because you can't use anything even near white or grey even.

Edited by GrindedStone
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did you do richt click on the nitrishape, select the "face normals" inside mesh?

 

 

OMG that fixed it! You are the man!

 

I faced the normals in Cinema 4D, it worked fine in Mudbox as well...i didn't know that this can be f*cked up in Nifskope - i would've never found that!

Thx so much and thx to all others as well of course, great support !

 

Now even my textures look nice, i always thought that i messed up the maps or something but it were just the normals...omg.

 

Kudos to you all!

greetings

Edited by ghosu
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Nah! :D

 

Compared to the "f*cked up normals" version they look much better now...of course.

But i could never adjust them correctly since i always saw the wrong result - no matter what i changed on my workflow or editing :D

 

Now i can fix that and make a much better texture for the overhauled hammer...nice.

Just a pitty that the ck will come out soon, received my new knowledge a bit late :D

Edited by ghosu
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uhm throttlekitty mentioned that earlier on though, when he asked you to set UV's to 4097 and that you had to check if Normals was set to "yes". :P

Im happy you solved it, i demand that you show some pictures!

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