Jerros Posted July 11, 2012 Share Posted July 11, 2012 Hey guys, I'm hoping someone out there can help me with a small issue I'm having with a retextured armor set. THe problem I'm running into is that the armor is glaringly bright in direct sunlight. For the most part it looks fine in shadowed areas. Even when the sun is straignt above because of the shadowing but there seems to be an odd washout effect when in direct sunlight. Before you ask, yes I have fixed the alpha in the normal map. The main texture has no alpha and the enviromap has none as well. Although I have tried both of those with alphas with zero change in effect. Is there something Im missing within the settings of the mesh? Any info would be ideal. The armor looks fine but this washout effect in direct sunlight is annoying. Also there is a slight glow to it at night if that helps. THe armor seems oddly lacking a bit in contrast at night. Could this be due to the gold cubemap being used? I'm stumped, Again any info or help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Amasido Posted July 11, 2012 Share Posted July 11, 2012 (edited) open your normal map in photoshop add another layer and paint it black then blend it on to the others to remove the shiny effect to a point, I ran into a similar problem. The degree at which you blend it onto your other layers will determine its shine. Edited July 11, 2012 by Amasido Link to comment Share on other sites More sharing options...
Jerros Posted July 11, 2012 Author Share Posted July 11, 2012 Ok Amasido, I will try that today. Thanks for the reply.Will let you know if it works. Link to comment Share on other sites More sharing options...
Jerros Posted July 11, 2012 Author Share Posted July 11, 2012 Still didnt work. Well, it partially worked on certain sectors of the armor but some of the sectors seemedto brighten even more. Link to comment Share on other sites More sharing options...
Amasido Posted July 11, 2012 Share Posted July 11, 2012 Maybe a screenshot would help more. You can try altering some of the settings in nifskope such as the specularity. Link to comment Share on other sites More sharing options...
DavidD Posted July 12, 2012 Share Posted July 12, 2012 There should be a file called _em next to the _n. _em is emissive map. I think that's where the problem lies. Not in the normal map Link to comment Share on other sites More sharing options...
Jerros Posted July 12, 2012 Author Share Posted July 12, 2012 Heres a couple of screens to give you some idea of what Im trying to do. So far, this is the best I've been able to get the glare down but there has to be a way to lessen it a bit more. Front view with overhead sunglare Rear view shaded Link to comment Share on other sites More sharing options...
DavidD Posted July 12, 2012 Share Posted July 12, 2012 Heres a couple of screens to give you some idea of what Im trying to do. So far, this is the best I've been able to get the glare down but there has to be a way to lessen it a bit more. Front view with overhead sunglare Rear view shaded Did you darken the _em texture? Are there more texture-files than the diffuse, normal and emissive? Link to comment Share on other sites More sharing options...
Jerros Posted July 13, 2012 Author Share Posted July 13, 2012 Yep, by em map Im assuming you mean the enviro map right? If so I did indeed darken it. There are only the 3 textures, the main color/diffuse texture, the enviromap and the normal map. Ive worked those to death lol. Link to comment Share on other sites More sharing options...
McMutton Posted July 13, 2012 Share Posted July 13, 2012 (edited) Are you darkening the textures, or making them less opaque? It's the transparency of a normal map that determines the environment map's strength. Here's one of mine as an example:http://i93.photobucket.com/albums/l43/Marshal_banana/Normalexample.png The most opaque bits are the actual armour, the shiniest part. The leather is just barely visible, since it's only a little shiny. And then there's cloth that's completely transparent, since it isn't shiny at all. Edited July 13, 2012 by McMutton Link to comment Share on other sites More sharing options...
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