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Prroblem with specularity on mesh


taro8

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Ive got a problem with specularity (gloss) on mesh. I have created a new helmet pretty much from scratch. I managed to get that new model working ingame, but everything reflects light on same level including stuff that shouldnt (like feathers). I checked specularity map and it was set up correctly (I already did few of them for skyrim and they worked with no problem).

 

I think that the problem lies in BSLightingShaderProperty, imported it several times from different model, but result seemed pretty much the same. Although messing around with specularity straight affected the model so it BSLightingShaderProperty. My guess is that the model dosent use specularity map I provided and instead goes with generic even gloss level for everything.

 

I have no idea what is wrong so please help.

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SOLVED!

 

It turns out that if you add "alpha property" block then game will take the alpha map from normal texture and use it as a specularity map. I replaced normal alpha with gloss map I made and everything works like a charm :D.

 

BTW: Sorry about the "prroblem" my writing is atrocious today :P.

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