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Seeking help with specular/environment map


Ghozgul

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Hey guys, I'm actually finishing my mod with custom weapons, but I have an issue with the specular map part.

I only apply the specular / environment mapping on the blade, the rest of the weapon has a forged black metal look, but the sharp part is polished and shinny, but the problem is: is looks white :/

 

I have the regular texture file, the normal map _n and the specular _m , I tried to change the color of the specular from dark grey to white, but it doesn't really change in game.
To avoid anything on the blade, I remove the blade part while doing the normal map, to get a clean blade part. I have made a normal map with the blade part to test, but the result is the same...

Render in game: https://ibb.co/x2XDPw1
Settings in Nifskope: https://ibb.co/h1QB0Yf

Thanks for your help guys!



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I suspect the normal map to be the culprit here. Did you add an environment map as alpha channel? The environment map (which controls how much an object reacts to environmental light / cubemaps) is technically the alpha channel of the normal map.

 

And did you save your normal maps in DXT-5 / BC-5 format? This is necessary, since you'll lose the alpha channel otherwise.

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I suspect the normal map to be the culprit here. Did you add an environment map as alpha channel? The environment map (which controls how much an object reacts to environmental light / cubemaps) is technically the alpha channel of the normal map.

 

And did you save your normal maps in DXT-5 / BC-5 format? This is necessary, since you'll lose the alpha channel otherwise.

I use Nvidia texture tool exporter and the BC7 format, it might be that. I'll try the map again but with BC5

 

edit: I have a better render on the blade, but the whole weapon turn almost black with the BC5 format.

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I suspect the normal map to be the culprit here. Did you add an environment map as alpha channel? The environment map (which controls how much an object reacts to environmental light / cubemaps) is technically the alpha channel of the normal map.

 

And did you save your normal maps in DXT-5 / BC-5 format? This is necessary, since you'll lose the alpha channel otherwise.

I use Nvidia texture tool exporter and the BC7 format, it might be that. I'll try the map again but with BC5

 

edit: I have a better render on the blade, but the whole weapon turn almost black with the BC5 format.

 

First of all apologies: I used the wrong term before. I confused environment map and specular map.

 

Environment maps are separate textures, usually saved as ...._m.dds. These control, how "shiny" or "glossy" obejcts appear in game. White means very shiny, black means dull.

 

What I was talking about was in fact the specular map. It controls how "reflective" (does that word exist?) objects are and how they react to cubemaps.

 

The specular map is technically the alpha channel of the normal map. Hence DXT-5/BC-5: Unlike DXT-7/BC-7, this format supports alpha channels.

 

If your whole object is very dark/dull, your environment and/or specular map are probably too dark.

 

The whole thing with specular and environment maps is about testing and "trial and error".

For some guidance, I'd recommend the tutorials Nightasy made years ago. Yeah, they are old and made with Skyrim LE in mind, but the basic principles are still the same:

 

 

environment map tutorial by Nightasy

Specular map and normal map tutorial by Nightasy

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