EdgeUK90 Posted November 29, 2019 Share Posted November 29, 2019 (edited) Hey there :cool: Short and to the point, obviously I am new to adding items into fallout however I have been mostly successful in these early stages. My query is, the model I have converted into a workable NIF file only currently has one texture applied - this was fine for test purposes, it allowed me to get an item into the game. However this item uses multiple textures, One for the body, One for the wheels, One for the bumpers & Interior. so: 1. In creating the BGSM file, It only seems to be setup for one texture. So I am assuming the need to create a BGSM for every different texture on a model? 2. In nif skope, it would appear I can only apply one designated BGSM fille per BSSubindexTrishape? Or am I missing something.. So how would I set this model up for this? Detach the meshes seperatly and compile within a singular NIF file? I now turn to you, the professionals :cool: Many thanks in advance, -Edge Edited November 29, 2019 by EdgeUK90 Link to comment Share on other sites More sharing options...
ChuckYufarley Posted November 30, 2019 Share Posted November 30, 2019 Great looking model! As far as your question, yes, you'll likely have to break up your model when texturing, but It really depends on how much detail you want your object to have. Generally, What I'll do is try to fit as many similarly textured parts on the same UV map, keeping in mind which parts I want to use the same environment maps. Glass is also going to have it's own texture for sure. For something like a car, I'd try to fit all the body panels, trim and maybe even seats on the same UV map. If I'm making a clean version, it's pretty easy to cram everything onto one UV map because most of the texture will end up being solid colors, and solid colors generally look pretty good no matter the resolution. If I'm making a grungy, rusty version, then I'll break it up into multiple UV maps, because all that grunge needs a lot of detail to look good. You can compensate for that by making larger texture images of course. Because tires, and sometimes upholstery aren't going to have the same reflective quality as the car body I'll put those on a separate UV map as well. Stuff like cloth and rubber, or parts that don't get much sunlight, I'll group those together and might not even use any specular or environment mapping at all. You can cheat a bit here and just use your specular map to vary the finish on different parts, but it's not the same as using environment mapping. The difference would be like comparing a $5K professional paint job to a heavy coating of Rustoleum.I use Substance Painter for about 90% of my texturing because it makes it so easy to create different textures within the same UV map. I've used 7-8 different textures on the same UV map many times, but always keeping in mind what kind of finish I want them to have in the end. I'm far from a professional, but I've learned quite a bit over the last couple years and I'm always on the lookout for new tips and tricks.Hope this helps. Feel free to ask if you have any more questions. Maybe I'll be able to answer them. Link to comment Share on other sites More sharing options...
EdgeUK90 Posted November 30, 2019 Author Share Posted November 30, 2019 Great looking model! As far as your question, yes, you'll likely have to break up your model when texturing, but It really depends on how much detail you want your object to have. Generally, What I'll do is try to fit as many similarly textured parts on the same UV map, keeping in mind which parts I want to use the same environment maps. Glass is also going to have it's own texture for sure. For something like a car, I'd try to fit all the body panels, trim and maybe even seats on the same UV map. If I'm making a clean version, it's pretty easy to cram everything onto one UV map because most of the texture will end up being solid colors, and solid colors generally look pretty good no matter the resolution. If I'm making a grungy, rusty version, then I'll break it up into multiple UV maps, because all that grunge needs a lot of detail to look good. You can compensate for that by making larger texture images of course. Because tires, and sometimes upholstery aren't going to have the same reflective quality as the car body I'll put those on a separate UV map as well. Stuff like cloth and rubber, or parts that don't get much sunlight, I'll group those together and might not even use any specular or environment mapping at all. You can cheat a bit here and just use your specular map to vary the finish on different parts, but it's not the same as using environment mapping. The difference would be like comparing a $5K professional paint job to a heavy coating of Rustoleum.I use Substance Painter for about 90% of my texturing because it makes it so easy to create different textures within the same UV map. I've used 7-8 different textures on the same UV map many times, but always keeping in mind what kind of finish I want them to have in the end. I'm far from a professional, but I've learned quite a bit over the last couple years and I'm always on the lookout for new tips and tricks.Hope this helps. Feel free to ask if you have any more questions. Maybe I'll be able to answer them. Thank you Chuck, I did have that thought after I made this post actually, Currently I have been working on 2k maps, Now I could incorporate all my maps together into a single map if I make it 4k. Then shrink back down to 2k and 1k for lower quality versions of the mesh - Afterall this mod is aimed at being decorative pieces so depending on the users setup - I dont want the additional models to slow their games down. I forgot about mentioning the glass :ohmy: Im going to attempt adapting all my textures together onto a single map and go from there :cool: Thank you for the advice, Edge Link to comment Share on other sites More sharing options...
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