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Modded Items are too shiny


figmentfire

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Hi All,

 

I'm trying to create my first mod (inspired by Howiego08) but I'm running into an issue with the normal map that is generated from PS.

 

I've found some very helpful advice on these forums in regards to normal map creation but so far I haven't had much luck when it comes to reducing the amount of "SHINE" applied to my bow, I've tried adding a specular map but had even less success with that.

 

My bow is based on the imperial bow and when I compare the normal maps there is little difference other than the shapes in the textures but that bow doesn't shine like mine.

 

Can anyone give me any ideas of what I need to do to reduce the amount of shine on this bow?

 

http://www.nathan-kelly.com/var/nk/storage/images/media/images/personal/skyrim/ffeletebow-1/9515-1-eng-AU/FFEleteBow-1.jpg

 

This is a copy of the normal map used in the above rendering...

 

http://www.nathan-kelly.com/var/nk/storage/images/media/images/personal/skyrim/ffeletebow-normal-map/9518-1-eng-AU/FFEleteBow-Normal-Map.jpg

 

Thanks in advance!

Edited by figmentfire
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Hello

 

Your specular map is placed in the normal map's alpha channel, right?

Normally that fixes most shine problems, maybe you should darken it a bit - i create those maps by using the texture, reduce saturation to 0%, copy the layer, invert colors and set layer blend options to mulitply in PS, sometimes i just have to adjust the levels (CTRL+L) - so you get a pretty useable dark grey surface without white hotspots...what you can try as well:

 

- NiTriShapeData's NUM UV SETS set to 4097 and Spells=>Batch=>Update so the normal map works?

- edit the metal reflection map (_m.dds)

- change the cubemap in NifSkope's texture paths

- change BSLighningShaderProperty's values, reduce: glossiness, emissive saturation, specular strength, lighning effect 1+2, environment map strength

 

 

greetings

Edited by ghosu
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Hello

 

Your specular map is placed in the normal map's alpha channel, right?

Normally that fixes most shine problems, maybe you should darken it a bit - i create those maps by using the texture, reduce saturation to 0%, copy the layer, invert colors and set layer blend options to mulitply in PS, sometimes i just have to adjust the levels (CTRL+L) - so you get a pretty useable dark grey surface without white hotspots...what you can try as well:

 

- NiTriShapeData's NUM UV SETS set to 4097 and Spells=>Batch=>Update so the normal map works?

- edit the metal reflection map (_m.dds)

- change the cubemap in NifSkope's texture paths

- change BSLighningShaderProperty's values, reduce: glossiness, emissive saturation, specular strength, lighning effect 1+2, environment map strength

 

 

greetings

 

Thanks ghosu,

 

I figured it was something very simple I was overlooking, it was the alpha channel I was missing... Kudos +1

 

Cheers

Nathan.

Edited by figmentfire
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Well a fair bit of messing around has resulted in something more like what I wanted, just need to adjust some textures now but I'm much happier, the glossy leather was the main thing that worried me, thanks again ghosu.

 

http://www.nathan-kelly.com/var/nk/storage/images/media/images/personal/skyrim/ffeletebow-2/9521-1-eng-AU/FFEleteBow-2.jpg

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