Hannes821
Traveler to Atmora
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GIMP
Aug 13, 2015 10:37:23 GMT 1
Post by Hannes821 on Aug 13, 2015 10:37:23 GMT 1
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Hannes821
Traveler to Atmora
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Posts: 4,663
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GIMP
Oct 6, 2015 21:16:00 GMT 1
Post by Hannes821 on Oct 6, 2015 21:16:00 GMT 1
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Post by majormodder on Oct 16, 2015 2:51:01 GMT 1
This is for those who aren't familiar how normal map mechanics work or just want to learn how to create normal maps and then add the subsequent specular map to it. You must do this unless you want to manually alter your nif to include another texture file with the suffix of _s, which is a complete waste of time and memory when you can combine both into the normal. Ask whatever questions pertaining to the tutorial and I will be glad to help. Get the tutorial here!
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Post by majormodder on Oct 17, 2015 2:39:55 GMT 1
No, you alter the shininess by creating a mask layer (assuming you built the normal off of a duplicate of the normal layer, which is what I do in order to end up with a copy of both). First you will create a duplicate of the normal map, and then for this duplicate normal map you will add a layer mask by right clicking on the new normal map layer and selecting "Add Layer Mask", it will be towards the middle of your new options panel, in which you will choose only the first option, "White (full opacity)", and then click add. Then you will notice that duplicate diffuse layer you just made turn into a periwinkle/blue layer that looks like it is meant for the blind (this is how the bumps for the lighting are calculated in games on objects). So now you create a duplicate of your primary diffuse layer again in order to preserve the old diffuse as this new duplicate will be changed into the specularity map that will be copy and pasted into the white box in your new normal map layer. But if you just copy and paste the duplicated layer into the mask spot, I will cause issues as the layer is only meant to calculate the opacity (Shininess areas of the object) from a white to black color scheme. Meaning you now have to go into Colors>Desaturate, and then you are given 3 options, Lightness, Lumosity and Average so you should pick whichever one that gives you the results that you want (If you dont know what you want or how much the white/darkness of the desaturated image will do to your normal make 2 more copies of the layer that is to be desaturated so you can compare the differences) Then once you pick what you want, right click on your image to select all and then copy and paste into the white layer mask of your normal, BUT this is done by first selecting the white mask by left clicking it in your layers so that GIMP knows to alter the mask instead of the normal, and then you simply right click and paste and anchor your specular map down. Now the image may actually still be too bright when you create a duplicate of the masked normal and merge the mask onto it, in which you just right click on the layer and click, 'Apply Layer Mask', to finalize the layer. But this is meant to be a learning phase and not for actual serious normal+spec map creation as you usually have to tweak the desaturated layer by altering the color levels with the Brightness-Contrast option in Colors, or the Levels option also located in Colors. If you want an example crack open the textures from my targe retexture mod, my atmoran traitor stone tablets, or you can crack open the Skyrim-textures.BSA archive in your Data folder and then peruse the armor or shield textures and compare the .dds's such as spikedshield.dds (Diffuse map) and spikedshield_n.dds (Normal+Specular map) to see how much of the normal map is visible for the calculated shiny result when the model is displayed in-game. (Watch this if anything is unclear, Note: Most nif models of skyrim include the Specular map option already enabled in their lighting properties, except for the body/ head/ feet/ hand meshes) He mainly gets the point across like me, but I have some different methods for when I make my normals. Also sorry for the glob of an essay for you to read.
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Hannes821
Traveler to Atmora
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Posts: 4,663
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GIMP
Jan 5, 2016 21:50:57 GMT 1
Post by Hannes821 on Jan 5, 2016 21:50:57 GMT 1
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Hannes821
Traveler to Atmora
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Posts: 4,663
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GIMP
Feb 13, 2016 22:48:29 GMT 1
Post by Hannes821 on Feb 13, 2016 22:48:29 GMT 1
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Feb 13, 2016 23:01:41 GMT 1
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Hannes821
Traveler to Atmora
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GIMP
Apr 24, 2016 23:43:30 GMT 1
Post by Hannes821 on Apr 24, 2016 23:43:30 GMT 1
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Hannes821
Traveler to Atmora
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Posts: 4,663
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GIMP
Jun 25, 2016 17:22:34 GMT 1
Post by Hannes821 on Jun 25, 2016 17:22:34 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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GIMP
Jun 25, 2016 17:32:00 GMT 1
Post by Hannes821 on Jun 25, 2016 17:32:00 GMT 1
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GIMP
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GIMP
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