Windmaker13 Posted July 8, 2012 Share Posted July 8, 2012 Well after months of break, I have come back to FNV and decided to play with some mods and files. First thing I'd like to work on are face and body textures. I'm not a very skilled modder, and because of that I have some questions typical for noobs I guess (or worse :D ). First of all when I change something on face texture and save it even in high resolution - I'm working on 4096x4096 files, in game this texture is not as detailed as in Photoshop. Is there any way to change that? I mean do I have to change something in other files corresponding with texture I'm reworking on? I mean those with _n.dds ending or something - I don't know what exactly it is :unsure: If so, how should I edit those files? I'm working on Photoshop CS4 64 bit version with NVIDIA DDS plugin. Also in which type of DDS I have to save my files? I have read somewhere that I should save them in DXT 1 no alpha with Generate MIP maps - is that right? Also is there any other program I can use for example to make textures on model instead of editing only DDS file? Also are there any rules or hints (or tutorials) for reworking textures for FNV? Link to comment Share on other sites More sharing options...
orangedemi Posted July 8, 2012 Share Posted July 8, 2012 as far as painting on the model, i dont know. i use gimp with he dds plugin and anything over 512x512 i save as dxt5 and click the generate minmaps options. i dont know who told you to save such a large cnavas as dxt1 as it usually looks horrible. Link to comment Share on other sites More sharing options...
Windmaker13 Posted July 8, 2012 Author Share Posted July 8, 2012 i dont know who told you to save such a large cnavas as dxt1 as it usually looks horrible. Well I found something like that in one of texture mods I went through while I was searching Nexus - as I said I'm just learning how to work on textures :) Link to comment Share on other sites More sharing options...
orangedemi Posted July 8, 2012 Share Posted July 8, 2012 ah its fine, thought someone told you too, any who with what i know on the dds format dxt1 is lower quaility and dxt5 is generally better resolution and quaility. also make sure you canvas is a binary safe sizes 256x256, 512 x 512, 1024x1024, etc as dds wont work correct ly if its something like 1000x700 or 1000x1000. also note 4096x4096 should be completely fine Link to comment Share on other sites More sharing options...
Windmaker13 Posted July 8, 2012 Author Share Posted July 8, 2012 Thanks for info, I have changed resolution to 2048 right now because it's faster to save - my psd file for those textures was huge - more than 1GB and final texture was 20 mb, it's nice but it's much too heavy to test. But I have another question as I'm curious about what those files are for - in some mods some textures have different endings like handfemale_1st.dds or headhumanf10.dds. Hands textures are the same - one with 1st and without it, while head one has just brows. Also files with _n.dds ad _sk.dds endings - as far as I noticed one with n is responsible for light effects - am I correct? Is there any way to change them to get some effects - or different question what can I do with it and do I have to make it exactly like my texture or not - as there are small differences in position of lips between those files. I'm slowly getting my texture ready, but I have one small problem - it's very hard to find proper colors to match head and body and hands. As far as I see it's not a problem of color of basic texture, as in Photoshop when I put head texture next to body one in I guess "area" where it'll come together in game, colors are the same. The only problem is that light effects are completely different in this place in game. IS there any solution for that? Also I have noticed that with different armors skin colors are also different - is it possible that some clothes/armors use different textures or something for skin? Link to comment Share on other sites More sharing options...
orangedemi Posted July 8, 2012 Share Posted July 8, 2012 the _n sffix is normals which are used in lighting _sk im sure is used for something (not quite sure) _g is used for glow _1st_n (_sk _g) are 1st person view textures, and the only one im unsure up is the f10, it might be used for face gen or other actors. as far as colour matching as long as the facegen shader flag is set on the model it should match up. other than that its the way the game renders it and there are a few fixes in game. as face gen usually calls upon the shade slider you set when you made your character. armours call their skin textures from the main body textures folder and usually labeled femaleupperbody.dds femaleupperbody_n.dds femaleupperbody_sk.dds and such ( female is for female armours the male armors call on upperbody.dds baiscally without the female suffix) so if your texture replaces any of the defualt textures then it will show on the skin portions of the armours Link to comment Share on other sites More sharing options...
Windmaker13 Posted July 8, 2012 Author Share Posted July 8, 2012 Thanks for answers! Now few other questions :) How can I create new normals? I have changed few elements - mostly my face texture is a mix of 3 different textures - brows, eyes and lips are from different mods each and because of that I guess I should change some things to match everything properly. Also as I understand normals are also used to make for example some small details on texture yes? So for example if I make scars or something, it has to be added to normals to make it look properly in game, am I correct? Also is it matter if I change normals resolution? Or it should be the same as texture? Another thing - as far as I know in some 3D editors it's possible to work on textures on models which are uploaded. But as I know it depends on type of models - if they can be uploaded back to 3D program. Is it possible to do something like that with FNV models? Mostly it would be helpful to find matching places between head, body and hands so it would be possible to make different texture. And one last thing - I'm using Cazy hairs, but in my opinion they are too shiny in sun light. How can I edit their textures to make them less shiny and look more like vanilla hairstyles? Link to comment Share on other sites More sharing options...
orangedemi Posted July 8, 2012 Share Posted July 8, 2012 (edited) no problem, normals im assuming have to be the same resolution as the base texture but i could be wrongone way to try is open your texture file your working on save it under another name then erase everything you don't want in the normal set the opacity to something like 50% (or to taste) change the background to transparent (if it isnt already) set the alphas and export as a dxt5 with an alpha channel checked (just an idea, im going of PS experience since i haven't messed with normals like i said earlier i have no idea about the 3d model texture thingy, it would be cool and id use it in a heart beat if i knew of one. and lastly with the crazy hairs, load em up in nifskope, select the hair that will hilight the nistrip associated with it press the [+] look for nimatrielproperties look at the bottom you should see a line under emissive colour that says glossiness change that to a lower number. (you can extract a fallout hair using fomm (the bsm viewer) and view that in nif scope for the glosiness the vanilla game uses) Edit: if you want to see how the textures mesh up you can point to the texture path when you import a model into blender Edited July 8, 2012 by orangedemi Link to comment Share on other sites More sharing options...
ziggyman93 Posted September 24, 2013 Share Posted September 24, 2013 Say I have a texture for a face where would I place it in order to use it for the Caucasian race? ,sorry for the moon question :/ Link to comment Share on other sites More sharing options...
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