BBourbon Posted June 21, 2018 Share Posted June 21, 2018 I'd like to create a normal map texture for a face texture. I want the details on the face to manifest itself as much as it can in New Vegas's render engine. Because the models look perfect to me in 3ds Max but when I put them in the game I stumble like "who the hell is this butterface?". I use ShaderMap 4.0.8, it's a tool for 3d textures; you import your model's textures and the program generates normal map and various other 3d purposes textures, and then you can put them on good use, whatever it should be.. Now, the tool has settings/slides like intensity; high intensity = much more detail which is pretty good and I find the app succesful. Yet no matter what the settings are set to, the normal map makes my model radiate like sun itself. How do I work around this? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted June 21, 2018 Share Posted June 21, 2018 The normal map is working on two layers: the RGB one which gives you the relief and the Alpha one which gives you the Specularity.If the specular map is white things will be very shiny if it's black it will be completely dull. Nuance of Grey will be in between.To have the Normal with an effective Alpha you have to save it in DXT5. Link to comment Share on other sites More sharing options...
BBourbon Posted June 21, 2018 Author Share Posted June 21, 2018 The normal map is working on two layers: the RGB one which gives you the relief and the Alpha one which gives you the Specularity.If the specular map is white things will be very shiny if it's black it will be completely dull. Nuance of Grey will be in between.To have the Normal with an effective Alpha you have to save it in DXT5. And they say perfect reply doesn't exist. Thank you, worked just like you said. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted June 21, 2018 Share Posted June 21, 2018 Glad to be of help! Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 21, 2018 Share Posted June 21, 2018 If you want your texture to look even better, make a spec map and put that in the alpha channel of the normal map. Just be aware that depending on the settings on the mesh itself (which I would not change unless it's a custom race mod), you may need to darken your spec map extremely for it to avoid that effect you were asking about initially. Link to comment Share on other sites More sharing options...
BBourbon Posted June 22, 2018 Author Share Posted June 22, 2018 If you want your texture to look even better, make a spec map and put that in the alpha channel of the normal map. Just be aware that depending on the settings on the mesh itself (which I would not change unless it's a custom race mod), you may need to darken your spec map extremely for it to avoid that effect you were asking about initially. I've actually prepared a darkened specular map but photoshop cs2 doesn't allow me to paste it on the alpha channel. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 22, 2018 Share Posted June 22, 2018 That's not a whole lot of information, my friend. I can confirm that pasting a spec map into the alpha channel of a normal map works fine for me. Could watching a tutorial help? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted June 22, 2018 Share Posted June 22, 2018 I had the same problem with CS2. I used DXTBmp as workaround. Simple, clean, free.http://www.mwgfx.co.uk/programs/dxtbmp.htmBut EPDGaffney might have another proposal. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 22, 2018 Share Posted June 22, 2018 Good info here. Added 'TIP: Improving Texture Normal Maps' to the "Texturing" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
BBourbon Posted June 22, 2018 Author Share Posted June 22, 2018 (edited) That's not a whole lot of information, my friend. I can confirm that pasting a spec map into the alpha channel of a normal map works fine for me. Could watching a tutorial help? There's not a lot to say; in CS2 when you try to drag a layer (no matter if RGB or other) into another alpha channel, the cursor turns into "you can't park here" sign and program won't allow the action. You can draw with brush tho, as if you want to make pipboy icons. I had the same problem with CS2. I used DXTBmp as workaround. Simple, clean, free.http://www.mwgfx.co.uk/programs/dxtbmp.htmBut EPDGaffney might have another proposal. Man, you DO have all the answers. Thanks! Btw, you should update your "profile" link in your signature. Remove the games/ in it or it doesn't open. "http://www.nexusmods.com/ games/ users/1205226/?tb=mods&pUp=1" Good info here. Added 'TIP: Improving Texture Normal Maps' to the "Texturing" section of the wiki "Getting started creating mods using GECK" article. -Dubious- No thanks to me? Ok... : p nah jk, I'm impressed by your giant GECKpedia. Good thing you've added this topic so people's models won't "radiate lke the sun itself" :,))) Edited June 22, 2018 by BBourbon Link to comment Share on other sites More sharing options...
Recommended Posts