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My normal map is extremely white


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Posted

I'm with a problem making normal map to work as it should... 
I'm making an armplate with enviroment reflections, but as I add a normal map to it, it looks extremely white. I tried changing properties in shaders but none seem to work

The mesh itself looks ok in nifskope, but ingame they look like this

101075908_2991419150937712_4014526336960100767038_2991419087604385_5887509043001100918698_2991422450937382_5547421652624

 

 

 

Posted
1 hour ago, Seijin8 said:

Looks like you have it set to no transparency.

 

Try reducing the transparency of the normal map and save it as BC3/DXT5

I have reduced by 50% in gimp via alpha and still no improvements

Posted
9 minutes ago, Gameothic said:

I have reduced by 50% in gimp via alpha and still no improvements

Reducing by 50% may not be what you want, but it should do something.  If it doesn't, then you have the textures loading in the wrong places.

 

Assuming for a moment that isn't it:  Are you using ENB in game?  If so, can you compare to another (similar) piece of armor?

 

When doing this kind of work, I find it helpful to make the adjustments in GIMP while the game is running, and then unequip-reequip the gear to see the change immediately.

 

EDIT: Also, can you drop one of the nifs here for me to look at?  There might be a setting there that is wrong.

 

Glossiness of 999 is absurd, btw.  Most in-game stuff is around 20-80.

 

Posted

Normal doesn't affect the color of the mesh, and from the looks of it, your normal's working just fine.

 

I think the issue is your glossiness in nifskope is set way too high. Try 50 or 100 instead of 999, specular strength to ~1, and if you have an env map, set map scale to something like .35-.5

Posted
19 minutes ago, Aegis said:

Normal doesn't affect the color of the mesh, and from the looks of it, your normal's working just fine.

 

I think the issue is your glossiness in nifskope is set way too high. Try 50 or 100 instead of 999, specular strength to ~1, and if you have an env map, set map scale to something like .35-.5

Same as before 101548722_2991637420915885_9080890134647

Posted
21 minutes ago, Seijin8 said:

Reducing by 50% may not be what you want, but it should do something.  If it doesn't, then you have the textures loading in the wrong places.

 

Assuming for a moment that isn't it:  Are you using ENB in game?  If so, can you compare to another (similar) piece of armor?

 

When doing this kind of work, I find it helpful to make the adjustments in GIMP while the game is running, and then unequip-reequip the gear to see the change immediately.

 

EDIT: Also, can you drop one of the nifs here for me to look at?  There might be a setting there that is wrong.

 

Glossiness of 999 is absurd, btw.  Most in-game stuff is around 20-80.

 

here

Gloves3.nif

Posted
48 minutes ago, Gameothic said:

here

Not much looks out of whack.

 

1) Texture paths should start with "Texture\..." and not be including "c:\program files..."  Skyrim knows to start looking inside its Data directory.

2) You could try reducing the specular color to something like .3/.3/.3

 

Could you send over the textures you are using as well?

Posted
1 hour ago, Seijin8 said:

Not much looks out of whack.

 

1) Texture paths should start with "Texture\..." and not be including "c:\program files..."  Skyrim knows to start looking inside its Data directory.

2) You could try reducing the specular color to something like .3/.3/.3

 

Could you send over the textures you are using as well?

I only added to meshes and textures folders to zip this file, so you'll have to correct the paths

Data.rar

Posted

@Gameothic

 

Yeah, your normal's no good. Did you paste the normal from something like insanebump? You can't leave it transparent.

 

Fixed the normal, along with your other textures. I'd recompress the normal though - I had to save it as uncompressed since I only have access to CC with the Intel plugin atm, and BC5 normals don't work that well under LE.

 

 

textures.zip

Posted
2 hours ago, Aegis said:

@Gameothic

 

Yeah, your normal's no good. Did you paste the normal from something like insanebump? You can't leave it transparent.

 

Fixed the normal, along with your other textures. I'd recompress the normal though - I had to save it as uncompressed since I only have access to CC with the Intel plugin atm, and BC5 normals don't work that well under LE.

 

 

textures.zip 6.93 MB · 0 downloads

I made them using substance painter... I overwrited my textures with yours and the "white stains" are still there. If I compress them the problem will be solved? BC1??

Posted
1 hour ago, Gameothic said:

I made them using substance painter... I overwrited my textures with yours and the "white stains" are still there. If I compress them the problem will be solved? BC1??

 

Ok, replace both the mesh and textures. There were multiple issues. I didn't realize your normals are all flipped. Should be fixed now.

 

Fix.zip

Posted
44 minutes ago, 27X said:

It never not looks like crap afterward.

 

Nah, only for LE. For SE, BC7 is practically indistinguishable from uncompressed.

Posted
4 hours ago, Aegis said:

 

Nah, only for LE. For SE, BC7 is practically indistinguishable from uncompressed.

That is a lie.

 

While it certainly looks way better than most compressing, the BC standard specifically recommends  not compressing normals under BC at all, point of fact the XBX has a specific bandwidth allocation and kernel level firmware for blasting out uncompressed normals at super high bandwidth, because you don't compress normals world tangent heat or whatever or otherwise.

Posted
1 hour ago, 27X said:

That is a lie.

 

While it certainly looks way better than most compressing, the BC standard specifically recommends  not compressing normals under BC at all, point of fact the XBX has a specific bandwidth allocation and kernel level firmware for blasting out uncompressed normals at super high bandwidth, because you don't compress normals world tangent heat or whatever or otherwise.

 

Um, while it could make sense to use uncompressed normals for body and face, it makes no sense to use uncompressed textures for anything else, since the performance hit is simply not worth the more or less nonexistent gain in visual fidelity. Artifact isn't really an issue with BC7 format, and it's utter insanity to run around with a whole bunch of uncompressed 4k textures. I'm already hitting 7-8gb vram usage with compressed textures, I don't even want to know the performance hit if I switch to uncompressed.

 

It's the same reason why we don't use 100k vert meshes. Just because you can do it doesn't mean you should, but I guess that's the beauty of Skyrim modding, if you want to run around with uncompressed textures, you can.

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