timstertimster Posted December 16, 2019 Share Posted December 16, 2019 I'm having a skin shader problem I can't figure out. I copied the DDS files for specular, diffuse, etc etc and kept them pretty much the same. I did, however, use my own mesh, with its own UV map, so my DDS files are edited to match the UV map, but I made sure I used the same color scheme etc to minimize the difference. My NPC looks extremely shiny, and also it's got "hard" edges on the mesh triangles. Here is a comparison between the original texture and mesh, and my own mesh. Same room, same lighting, virtually the same DDS files. Link to comment
wishnot4 Posted December 16, 2019 Share Posted December 16, 2019 Usually the bsshader property in the nif needs to be adjusted. You find the glossiness line and edit it to reduce the shine. Link to comment
timstertimster Posted December 16, 2019 Author Share Posted December 16, 2019 15 hours ago, 27X said: wrong/missing flags. What does that mean, wrong/missing flags? Link to comment
Guest Posted December 17, 2019 Share Posted December 17, 2019 idk whats happening to yours in specifics but body meshes need to be prepared differently to the usual stuff since they use model space normals so some of this might help. In NiTriShapeData: - BS Vector Flags, remove 'Has_Tangents' - Has Normals, set to 'no' In BSLightingShaderProperty: - Skyrim Shader Type should be Skin Tint - Shader Flags 1 should have 'Model_Space_Normals' and 'FaceGen_RGB_Tint' checked - Shader Flags 2 should have 'Soft_Lighting' but NO rim lighting or back lighting Link to comment
timstertimster Posted December 18, 2019 Author Share Posted December 18, 2019 On 12/16/2019 at 6:37 PM, Artsick said: - BS Vector Flags, remove 'Has_Tangents' - Has Normals, set to 'no' Thanks SO MUCH - this made the difference. Man, I was going crazy trying to isolate the issue. Link to comment
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