Deridor Posted August 1, 2012 Share Posted August 1, 2012 I've attempted something similar before, but never figured it out. Is it possible to add specularity (like order or glass items etc...) to single pieces of a multi-part mesh? I'm working on a weapon that will have only a "reflective" blade and pommel. Will I be forced to make a specular map, or is it possible to do it the same way as one would in nifskope for a solid mesh? (sorry if I made a mistake, i honestly have very little clue as to what I'm doing :wallbash: ) Link to comment Share on other sites More sharing options...
Nephenee13 Posted August 1, 2012 Share Posted August 1, 2012 I've attempted something similar before, but never figured it out. Is it possible to add specularity (like order or glass items etc...) to single pieces of a multi-part mesh? I'm working on a weapon that will have only a "reflective" blade and pommel. Will I be forced to make a specular map, or is it possible to do it the same way as one would in nifskope for a solid mesh? (sorry if I made a mistake, i honestly have very little clue as to what I'm doing :wallbash: ) When you have NiTexturingProperty selected in the Block List, down in Block Details you can change the Apply Mode from APPLY_MODULATE to APPLY_HIGHLIGHT or APPLY_HIGHLIGHT2, play around with them and see if they give you the effect you want. Link to comment Share on other sites More sharing options...
Deridor Posted August 4, 2012 Author Share Posted August 4, 2012 When you have NiTexturingProperty selected in the Block List, down in Block Details you can change the Apply Mode from APPLY_MODULATE to APPLY_HIGHLIGHT or APPLY_HIGHLIGHT2, play around with them and see if they give you the effect you want. The way I know of doing it is to set the apply mode to highlight then change the material to envmap2, gives it a wonderful reflective effect. The main issue is that I can't sem to make the material blocks separate, so changing the material in one section of the mesh changes the material in EVERY part, making unwanted areas hyper-reflective. Link to comment Share on other sites More sharing options...
Lanceor Posted August 5, 2012 Share Posted August 5, 2012 With APPLY_HIGHLIGHT, you can adjust the level of reflectivity by changing the alpha in the Normal Map. Tutorial here. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted August 5, 2012 Share Posted August 5, 2012 (edited) Also don't forget to "split properties" before you change any of the material or texture blocks. It could be the identical ones are "linked" to each other still, and then changes you do to one of them are done to all. On export from Blender they usually end up "combined" when their properties are the same. Issuing "combine properties" later when you're done may speed up performance, too. Edited August 5, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
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