Rageolic Posted April 20, 2012 Share Posted April 20, 2012 (edited) So i made my first "working" mod. Slight remodelling and complete retexture of the necromancer robe. When i wear it, is looks like..you guessed it, plastic. I use the normal map of the necro robe, and i guess that norm map is intended for a dark texture. And that's why i my blue texture looks like plastic..? What would i need to do to fix this? Would something like..maybe..turning the opacity of the normal map to 50% work? http://i.imgur.com/U3Bcl.jpg Edited April 20, 2012 by Rageolic Link to comment Share on other sites More sharing options...
Perraine Posted April 20, 2012 Share Posted April 20, 2012 It looks like the Alpha channel in your normal map is a bit screwy ... Try darkening the mask layer of the _n.dds file and see what happens, plus Skyrim renders ALL textures a little lighter than they appear in your graphics program, so normally once you have the colour you want, make it darker by a couple of %, just to the point when you think "that's to dark now" and it will probably be perfect in game Link to comment Share on other sites More sharing options...
Rageolic Posted April 21, 2012 Author Share Posted April 21, 2012 Ok. I replaced the normal map dds with a fresh copy of the necromancer one. Behold!!..new issue. I get these wierd spots. http://i.imgur.com/DZ1O3.jpg Link to comment Share on other sites More sharing options...
Perraine Posted April 21, 2012 Share Posted April 21, 2012 Do they change/disappear when you zoom in.out? It's a bit hard to tell from your screen shot what the actual problem is ... Also what program are you using for the textures? What format/save options are you using for the texture and normal map files? Link to comment Share on other sites More sharing options...
Matth85 Posted April 21, 2012 Share Posted April 21, 2012 Issue at the first picture: There are no specularity. So everything got a 100% shine on it, making it look like plastic. A fix is to take the difuse map and shange the values untill it is quite dark, and add it as the normal maps alpha. Issue at the second picture: I got no idea. I'll assume the normal is screwed up in some way. Link to comment Share on other sites More sharing options...
Rageolic Posted April 21, 2012 Author Share Posted April 21, 2012 Do they change/disappear when you zoom in.out? It's a bit hard to tell from your screen shot what the actual problem is ... Also what program are you using for the textures? What format/save options are you using for the texture and normal map files? I can pretty much only see them when im actually facing that part of the robe. And that part need to face a light source. I used mudbox to get the textures on the mesh and i used photoshop to darken and save the image as a dds. Nividia plugin that is. I use the default save settings (DXT5 ARGB 8bpp | interpolated alpha. Link to comment Share on other sites More sharing options...
Rageolic Posted April 21, 2012 Author Share Posted April 21, 2012 Issue at the first picture: There are no specularity. So everything got a 100% shine on it, making it look like plastic. A fix is to take the difuse map and shange the values untill it is quite dark, and add it as the normal maps alpha. Issue at the second picture: I got no idea. I'll assume the normal is screwed up in some way. I actually just found out that it was the alpha channel that added the spots. So i replaced it with a really dark version of the diffuse map. And now it kinda looks like the robe is made out of leather ;r. Ill try just making it completely black. Since it's made out of cloth it shouldn't really give off any reflection. Link to comment Share on other sites More sharing options...
Rageolic Posted April 21, 2012 Author Share Posted April 21, 2012 (edited) wups, double post :r Edited April 21, 2012 by Rageolic Link to comment Share on other sites More sharing options...
Perraine Posted April 21, 2012 Share Posted April 21, 2012 Even cloth does have a tiny amount of reflection, it will look really bad with no reflection effect at all ... Now your getting down to the Open/Close Skyrim carousel ... If you haven't closed/opened Skyrim at least 120 times while working on a texture, your not really trying :biggrin: Unfortunately this is where it gets frustrating, you leave your character in a place with good lighting and it FINALLY looks right, but I guarantee, you'll move to a slightly different lighting condition (like outdoors to indoors or sunlight to snowy cave light) and BAM it looks like crap and your back on the carousel again ... Ya just gotta love Skyrim's lighting ... :wallbash: Link to comment Share on other sites More sharing options...
Rageolic Posted April 21, 2012 Author Share Posted April 21, 2012 Even cloth does have a tiny amount of reflection, it will look really bad with no reflection effect at all ... Now your getting down to the Open/Close Skyrim carousel ... If you haven't closed/opened Skyrim at least 120 times while working on a texture, your not really trying :biggrin: Unfortunately this is where it gets frustrating, you leave your character in a place with good lighting and it FINALLY looks right, but I guarantee, you'll move to a slightly different lighting condition (like outdoors to indoors or sunlight to snowy cave light) and BAM it looks like crap and your back on the carousel again ... Ya just gotta love Skyrim's lighting ... :wallbash: Actually, i made the alpha channel completely black (like it was originally from the necromancer robe, except those damn spots). And now it gives off pretty much perfect amount of reflection. Link to comment Share on other sites More sharing options...
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