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got my custom mesh and textures, but textures look super shiny


timstertimster

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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.

 

Capture.PNG.90b612a704266af6962ebcd607d4a9df.PNGCapture2.PNG.871aba764b25d6030de24b773e72e902.PNG

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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

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