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Just for curiosity: what's the purpose of the "blankdetailmap.dds" for a head?


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Posted

Skimming the esp of this npc with TESVedit I noticed that the head textures have the usual 4 files: diffuse / msn / s / sk ;

 

And then also a certain "blankdetailmap.dds" , it's under the "TX04 - height" label. What's its purpose?

Posted
43 minutes ago, wattbatt said:

Skimming the esp of this npc with TESVedit I noticed that the head textures have the usual 4 files: diffuse / msn / s / sk ;

 

And then also a certain "blankdetailmap.dds" , it's under the "TX04 - height" label. What's its purpose?

As far as I know 'blank' is a default face/skin - in other words no detail. Others are the 40 year old, freckles etc.

  • 3 weeks later...
Posted
On 9/10/2024 at 10:48 AM, wattbatt said:

Skimming the esp of this npc with TESVedit I noticed that the head textures have the usual 4 files: diffuse / msn / s / sk ;

 

And then also a certain "blankdetailmap.dds" , it's under the "TX04 - height" label. What's its purpose?

blankdetailmap is a dummy for subsurface scattering - simple grey texture.

Posted (edited)

Sorry, but that is incorrect.  The detailmap is for the Complexion slider.  You'll find this in Racemenu or the default Chargen interface.  The blankdetailmap.dds is for when the Complexion slider is set to 0.  Increasing the slider uses different complexions which are set in the game plugins to show wrinkles for older characters or pox-riddled complexions for Peryite worshippers.

 

Setting the Complexion slider to 0 should not apply an overlay but Bethesda, in their infinite wisdom, used a grey-green texture for blankdetailmap.dds which results in a slightly-discolored head texture (which many people perceive as a neck seam).  One of the first mods released for Skyrim was a truly blank "blankdetailmap.dds" that didn't discolor the head.  If a mod specifies a blankdetailmap.dds for a NPC or a race it is simply providing a method to ensure that the actor won't use Bethesda's default texture.

Edited by Kastagir
  • 4 weeks later...
Posted

The grey/green was because of DXT compression. Instead of 64/64/64,  it saved as 63/65/63 which is why faces had a greenish tint.

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