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Texture/model problems - Objects appear shiny in the GECK preview wind


Baelkin

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I'm currently working on a set of textures for a custom item I've been working on, but it seems I've run my head into a wall when it comes to texturing and the various additional maps, and, more specifically, what exactly to alter to not make my item look like shiny plastic. I take it that the preview window in the GECK is a pretty accurate represenation of how the item looks once in-game, in which case the problem would persist there as well.

 

Anyway, the surface effect I need for this item specifically is of a matted black, emulating the surface of matted, black carbon fiber or similar but I have no idea what exactly to alter to achieve this effect. Changing the Glossiness setting in Nifskope to 0 seems to make the item even more glossy, and changing it to an arbitrary higher value than 1, seems to make the gloss rather unpredictable at best. Changing the the other settings on the NiMaterial property block in NifSkope don't really seem to do much to alleviate my troubles either, so if anyone could give a few pointers regarding what I need to do to fix this problem I'd appreciate it.

 

As you can see on the below image, the surface looks pretty odd considering the material it's supposed emulate. :P

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For most items the alpha channel of the normal map (texture with _n.dds) will control specularity (glossiness). White areas in the alpha will be very shiny, black ones not shiny at all. Make sure you save as a DXT3 or DXT5 dds.

 

Ah, thanks. That did the trick. :)

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