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Found 6 results

  1. This has probably already been answered so if someone could link me to the answer that would be perfect. If not I would like someone to possibly explain how the texture system works in F4. Just now my current knowledge of the texture system is that it uses a PBR-Spec/Gloss system. This means that the diffuse map uses a base colour map, the normal is just a normal normal map, and the specular is a combination of specular and glossiness with the spec being in the red channel and the glossiness being in the green channel. I've also read somewhere that the blue channel is used for AO. Is this true or false? Now onto the problem I am having. I use Substance Painter to create textures and settings its viewing shaders to PBR-Spec/Gloss makes everything look like trash. I'm assuming that this is how it is going to look in-game. I've also read somewhere that it is the .bgsm that gives the texture a proper look. Is this true or false? Is there any way to incorporate the metallic and roughness texture sets into any of these maps? In Substance Painter the textures look really good with metallic and roughness included. I have read through many forum posts about this but none of them have provided me with a definitive answer. Here are my export settings in Substance Painter: http://i.imgur.com/F1ADBul.jpg
  2. So, I've recently started editing the textures of some of my favourite weapons in Fallout 4. It's been a lot of fun, but it's a hassle to constantly open and re-open Fallout 4 in order to see what my new textures look like. Is there a program that makes checking these textures a quicker process? I tried using NifSkope, but it only seems to render the diffuse map! :sad: I need to see the specular and normal.
  3. Hey guys, so I've been trying to do a repaint of the 10mm Pistol diffuse but there seems to be another map that generates this weapon paint wear effect and overrides the diffuse. http://i.imgur.com/FNMn6pA.jpg I also tried to paint over the Heavy Combat Armor diffuse map, but this weird paint wear/rust effect also overrides its diffuse color. Anyone knows a way to get around that?
  4. Hi everyone, this is my first post so please, try to be indulgent. I made a mod for my own use but i am planning to post it on the nexus. This mod will allow you to transform into some other kind of humanoid (argonian, khajiit, breton ,redgard, dark elf ect) for a limited time. Well in fact the character equip an armor and a helmet (like orc body and orc head). Everything is working fine, the only problem is that the skintone is not showing up in game. The error is probably in the nif files -> Nitrishape -> BSLightning Shaderproperty here the Bssshadertextureset: As you can see, the skintone is linked to the model. When creating a new armor addon into the Ck, the preview show correctly the skintone (green one for orc): So the pass set into the Bsshadertextureset is correct. But in game all the texture are showing up except for the skintone : so i have a white orc head because the diffuse map is white. I don't want to change the diffuse map and make it green i am looking for a better solution allowing "skin" or "multilayer" texture for armor I think the problem is in the nif file in the BSlightingShaderProperty. Can someone explain me how to make my skintone map showing up in game (it is called multilayer map or parallax map in the nifskope documentation). Thanks for your help.
  5. Good time of day. Are you creating models for Fallout 76 in the 3D Blender editor? do you have a ready-made shader for texturing the model? (additionally: I know about the capabilities of Photoshop, gimp and similar programs for texturing and editing textures, but the output models have a huge difference between the original models created for fallout 76 in terms of shadows, coloring, lighting, etc. the models look like "not native"). Perhaps you could share tips, videos, or even a pipeline for texturing a model for Fallout 76. Thanks
  6. hey guys, so ive been having trouble learning how to make "good" normal maps using the normal map filter from nvidia toolkit in photoshop. This is the method most other modders use, correct? Ive watched/read a few tutorials and basically what im doing is running the filter once with the 'scale' value set anywhere from 2-10, and then select either "4 sample" or "9 x 9" in the height generation section of the filter dialog.. then i leave everything else where it is ("add height to normal map" selected, "animate light" selected in 3D View Options section of the dialog, "Average RGB" selected in Height Source, and "Height" selected in Alpha Field) Then after i apply the filter the first time, i duplicate the layer, apply some gaussian blur to it, choose "overlay" blending mode, and merge down. Then I repeat this a few times.. this is how im adding more depth/height to the map. .. and thats about it. basically what ive been doing for practice is taking the textures from various popular mods and trying to replicate the normal map using their regular (diffuse) maps... but it seems i just cant get them quite the same. Does anyone have any advice for me? It would be greatly appreciated
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