Natterforme Posted July 14, 2012 Share Posted July 14, 2012 I want to add new models that have new textures but I have run into a problem. When using the new normal map, I get an unrealisticly high specularity or highlight on my model, which gives an unrealistic look to the mesh. What do I have to do in order to modify or add new normal maps and not have this issue? Is it just a setting in Nifslope? I would use vanilla normal maps but the texture I am using is entirely unique and would not work with vanilla assets. Also, how do I make and add a working glow map to parts of my new model? I have the textures made I just dont know how to turn them into glow maps. Thanks in advance!^^ -Natterforme Link to comment Share on other sites More sharing options...
StarX Posted July 14, 2012 Share Posted July 14, 2012 Your normal map's alpha channel causes that to happen. The brighter it is, the more "glossy" it looks. Easiest way is to just copy and paste your diffuse map into the alpha channel (it will desature automatically) and adjust the brightness if needed. Glow maps are explained here. Link to comment Share on other sites More sharing options...
Natterforme Posted July 14, 2012 Author Share Posted July 14, 2012 Thank you very much this is exactly what I needed. I will be keeping a copy of this tutorial as well. Much appreciated! -Natterforme Link to comment Share on other sites More sharing options...
hothtrooper44 Posted July 18, 2012 Share Posted July 18, 2012 I like to use the burn and dodge tools on the alpha channel to better regulate the reflectivness of specific areas if some parts are the armor are metalic and some cloth for example :yes: Link to comment Share on other sites More sharing options...
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