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[LE] Modifying a model : shiny problem


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Hello,

 

I'm working on making a hooded steel plate helmet so I modified the helmet model to be able to fit under the mage's hood.

I have hawever come across a problem that I do not know how to resolve. The texture has gone from the usual metallic shine to looking like glossy plastic.

 

https://imgur.com/a/BfHCWK7

 

Could anyone point out what I have missed / done wrong?

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Your texture for this nif includes a normal map and perhaps a specular map. Look at this wiki:

http://wiki.tesnexus.com/index.php/What_are_all_these_texture_files%3F

 

First solution: In your texture file that is linked to the nif exists an alpha channel. Alpha channels allow you to store transparency in a graphic. Backup the texturefile. Open the texture file in photoshop or gimp, look for channels, delete the alpha channel and save the texture. If you have no transparency in your texture, the alpha channel is obsolete.

 

Second solution: Create a new normal map file for the texture with an alpha channel that is black. Perhaps this tutorial will help:

https://vrayschool.com/normal-map/

Add the normal map texture file to your nif with nifskope.

 

This is what I would try. Good luck.

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You should keep both the vanilla normal and the vanilla specular (in the alpha channel of the former). It would be a very bad idea to recreate the normal using photoshop filters, that is nowhere near in quality to the vanilla one that is baked from a highpoly model. Specularity is likewise an important component of how the item looks, Making it all black will just change it from plastic to dull stone.

 

If you have no transparency in your texture, the alpha channel is obsolete.

 

 

That's not entirely correct. In the main color texture/diffuse/albedo sometimes marked with _d prefix, alpha channel is indeed transparency, in the _n (normal map) the alpha channel is the specular map, not obsolete at all.

 

----------------------------------

 

In any case I'm not sure the problem is textures, could perfectly well be in the model. Albalrogue, have you even touched textures for this? if so I don't think you should, just redirect each item to the vanilla textures. If you haven't, then the problem is in the bslightingshader block, that's where the shader properties and the links to textures are. Your model seems to be ignoring the normal map altogether, that's the second line in the BSShaderTextureSet within the block mentioned above, compare it to the vanilla model. There are other things that could be wrong with it, you can post the nif here, it would be easier to troubleshoot it.

Edited by FrankFamily
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Several issues:

 

> The hierarchy of that nif is messed up, there has to be a "NiNode" as parent of the "NitriShape" and these having "NiTriShapeData" and "BsLightingShaderProperty".

You can check this going to View > BlockList > Show Block List in tree. You'll quickly see differences with vanilla.

 

> The nitrishape of the helmet you have copied has no skinning (dismemberskininstance), that's required for armor. You can see the hood has it.

 

> Your BsLightingShaderProperty is not identical, it's children node "BsShadertextureSet is missing most textures (check the vanilla one), that's the issue you are seeing. But the issue above is more important, that armor is not going to work ingame as it is now even if you copy the Nitrishape to the parent NiNode and delete some unused nodes you have. In addition the one path you have is absolute instead of starting with "textures/" that should be fixed as well.

 

So, are you following any tutorial for this? Copying stuff around with nifskope or exporting with a 3d program? Which one? I can give more specific directions for 3dsmax which is what I have experience with, for blender you'd have to refer to a tutorial or maybe someone used to blender can come and help. There are certainly problems in you current workflow beyond it being shiny.

Edited by FrankFamily
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