Texturing help

Folks, post your comments, suggestions and ideas in here!
Post Reply
NooB
Fumbling Sworduser
Posts: 4
Joined: August 24th, 2007

Hi. I wasn't sure where to post this, so I just went for General Discussion.
I was referred here by Mormacil about a texturing problem I have.

I modeled a sword, textured it and created a Normal Map. It all works fine, except I can't get it to look like metal. You know, to have this shine on it when facing a light source. Also, there's a gem embedded in the sword, but it looks more like a piece of plastic. I guess a similar effect is needed.

Can anyone please explain how the shiny thing is done?
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

An anwser might take a while, Waalx is located in Canada, but I think he'll help you out. Right Waalx? :P
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

the reflective effect is done by the different level of black and white in your normal map alpha channel, that's for a regular reflections like the weapons in Oblivion.

white is fully reflective, and black isn't reflective at all. on the pic here the black parts are the leather that I didn't want to reflect light at all.

open your normal map and look in your channels in Photoshop, you should see an alpha channel at the bottom
Image

for the gem. the gem should be imported as a separate mesh and you could give it the glass shader for example. envmap 2
Image
NooB
Fumbling Sworduser
Posts: 4
Joined: August 24th, 2007

Hmm.. I made it almost white, but it only made it a little more shiny.

My normal map is very roguh. Maybe it has something to do with it? Also, the textures are dark.
Although, I got the BlackLuster mod, and it got black shiny swords.
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

What's the resolution of your textures?
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
NooB
Fumbling Sworduser
Posts: 4
Joined: August 24th, 2007

DOH! I made the Glow Map all bright. Woops XD
Yeah, it works now :D

Okay, so about that gem. My sword is made of pieces already. The gem can be selected separately in Nifscope. I assigned the material thing to EnvMap2, but it doesn't do anything at all.
The gem's Normal Map is absolutely white too. Or am I doing something wrong?
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

you have to set the material NITexturingProperty as thus:

Image
Image
NooB
Fumbling Sworduser
Posts: 4
Joined: August 24th, 2007

Thanks :D
User avatar
DarkWind
Chronicler
Posts: 75
Joined: February 16th, 2008
Location: Ireland
Contact:

Waalx could you tell me how you actually made that texture in the first pic? Did you paint it or what? How did you get the highlights and shadows on the metal in the exact shape of the sword?
That's right, that's the truth! Drive 'er straight sideways lad!
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

it's handpainted over a metal texture, and it follow the metal shapes, yes.
Image
User avatar
DarkWind
Chronicler
Posts: 75
Joined: February 16th, 2008
Location: Ireland
Contact:

You are some texture artist then. I wish I could do that.
That's right, that's the truth! Drive 'er straight sideways lad!
Post Reply