here is more contrast:
http://www.mediafire...ore_0111_s5.dds
try it out.. uhmm if it is not accepting the alpha channel please inform me.
DAI Tools
#3226
Posté 15 janvier 2015 - 11:30
#3227
Posté 15 janvier 2015 - 11:51
Finally got the game to load my texture...and it looks terrible.
Looks like I'm starting over from scratch. Still, I think I've figured out how it works, so...progress?
What are you trying to do? I'll help if I can.
#3228
Posté 16 janvier 2015 - 12:01
Joyce, and anyone else that wants to load up the alpha channel but doesn't know how (in PS): Way up, in all tabs, go to Window -> Channels - this should show the RGB colors but it hieds the alpha layer. This window opens (in my PS) at the same as layers but in other tab -> click -> hide all layers but alpha. To me this shows a White layer that goes all over the armor. If I understood the posts above mine, this in a _t (tint) map gives that shine. Try coloring the "naked" skin layers in the alpha also black.
#3229
Posté 16 janvier 2015 - 12:19
I found a solution to the banding issue with shadows. I changed the shadow quality to medium but left everything else at Ultra/Fade Touched. I'm also using SMAA, Bloom, HDR & Dither in SweetFX.
The nostril piercing still needs a bit of work but the lip piercings look pretty good.

#3230
Posté 16 janvier 2015 - 12:45
You actually haven't gotten rid of the banding, just hidden it with less detailed shadowing. The banding I believe here is caused by the fact there are three spotlights casting on the player, two of them have a brighter intensity than the third, and this is where the banding appears. I have tried to modify the lighting to make it more consistent, but so far my changes have not been accepted. May just be due to the state of modding at the moment, or me not doing something right, will keep at it.
#3231
Posté 16 janvier 2015 - 01:04
When painting the texture on the diff map, how far over do you go? Should I include the blurred edges that are around the original texture? Dumb question, but I noticed some seems on my last one.
#3232
Posté 16 janvier 2015 - 01:20
When painting the texture on the diff map, how far over do you go? Should I include the blurred edges that are around the original texture? Dumb question, but I noticed some seems on my last one.
If you want to know for sure, import the mesh into 3dsmax, and render off a UV map, and overlay that on top of your texture, that way you can see where the borders are.
#3233
Posté 16 janvier 2015 - 01:29
When painting the texture on the diff map, how far over do you go? Should I include the blurred edges that are around the original texture? Dumb question, but I noticed some seems on my last one.
Depends on what you are doing I guess, for my complexions I only did the face and left the scalp and neck alone, I hate seams... They are so tedious to make right.
#3234
Posté 16 janvier 2015 - 02:19
Just want to share my progress on the eyebrow set I am working on, I hope it's going good for everyone in their making of mods!

#3235
Posté 16 janvier 2015 - 02:35
I don't know why this is happening but complexion 2's lips have changed to the bumpy ones complexion 1 has. ![]()
#3236
Posté 16 janvier 2015 - 02:41
I don't know why this is happening but complexion 2's lips have changed to the bumpy ones complexion 1 has.
Spoiler
Since some people had problems with the normal map, I had to re do it, so I took the lips from the other one, if you still haev the old file, and it worked for you, you can switch back.
Heading to bed now though, nighty night
#3237
Posté 16 janvier 2015 - 03:15
You actually haven't gotten rid of the banding, just hidden it with less detailed shadowing. The banding I believe here is caused by the fact there are three spotlights casting on the player, two of them have a brighter intensity than the third, and this is where the banding appears. I have tried to modify the lighting to make it more consistent, but so far my changes have not been accepted. May just be due to the state of modding at the moment, or me not doing something right, will keep at it.
Oh, I know. I didn't mean it as a fix, fix. I just meant it's away to get them to stop showing. They're extremely annoying when trying to test alterations to the facial texture.
I hope that you're able to figure it out. ![]()
#3238
Posté 16 janvier 2015 - 03:35
Since some people had problems with the normal map, I had to re do it, so I took the lips from the other one, if you still haev the old file, and it worked for you, you can switch back.
Heading to bed now though, nighty night
I over wrote it and I can't find it in the thread. Do you have a copy of it?
#3239
Posté 16 janvier 2015 - 03:45
Oh, I know. I didn't mean it as a fix, fix. I just meant it's away to get them to stop showing. They're extremely annoying when trying to test alterations to the facial texture.
I hope that you're able to figure it out.
I hope so too, I want to just set it up with some kind of neutral lighting, rather than the three rather severe spot lights they have now. I also experimented with trying to get the chargen screen to appear in other places, and I was successfully able to get it to load via the World map (by overwriting another location). But it completely spazzed out and turned my character to a male, and forced me to reselect my class, then it just plocked me in the chargen level with no ability to move, so progress.
#3240
Posté 16 janvier 2015 - 04:22
I over wrote it and I can't find it in the thread. Do you have a copy of it?
I have it, Porcelyn. Look for it in our shared DropBox folder. :-) Oh, did you get my email about using Cheat Engine to make an armor look like Kamael's Jammies?
#3241
Posté 16 janvier 2015 - 05:02
Just want to share my progress on the eyebrow set I am working on, I hope it's going good for everyone in their making of mods!
CAn u ell what DDS exactly u changing?
#3242
Posté 16 janvier 2015 - 06:16
just wanted everyone to know that I couldn't get the skin right on the PJ I did
but I have some other ideas, and am trying out one now that doesn't show too much skin ![]()
#3243
Posté 16 janvier 2015 - 06:21
I have it, Porcelyn. Look for it in our shared DropBox folder. :-) Oh, did you get my email about using Cheat Engine to make an armor look like Kamael's Jammies?
I'll have a look. Gmail is supposed to forward to my hotmail but it never does so I forget to check it a lot. Thanks.
#3244
Posté 16 janvier 2015 - 10:52
as soon as I fix the normal map, it'll be up on Nexus, I promise
Marry me ! ![]()
#3245
Posté 16 janvier 2015 - 10:54
well. the buttons aren't there anymore
but, now she looks like she has golden skin :S
I want it !! *_*
Golden skin is exactly what I look for, not to pale not to dark, what skin tone is it? I mean that this skin tone is a mod right? Have you chosen that skin tone for your mod or you didnt? Or it showed up? Btw looks amazing and cool!! ![]()
#3246
Posté 16 janvier 2015 - 10:56
Marry me !
sadly, I'm already married to Thane Krios... and Fenris... and Cullen xD
#3247
Posté 16 janvier 2015 - 10:57
Just want to share my progress on the eyebrow set I am working on, I hope it's going good for everyone in their making of mods!
That is the normal second skin tone right? Or is it a mod?
#3248
Posté 16 janvier 2015 - 10:57
Golden skin is exactly what I look for, not to pale not to dark, what skin tone is it? I mean that this skin tone is a mod right? Have you chosen that skin tone for your mod or you didnt? Or it showed up? Btw looks amazing and cool!!
It just showed up :S wasn't exactly what I wanted xD and thanks ![]()
#3249
Posté 16 janvier 2015 - 10:58
I found a solution to the banding issue with shadows. I changed the shadow quality to medium but left everything else at Ultra/Fade Touched. I'm also using SMAA, Bloom, HDR & Dither in SweetFX.
The nostril piercing still needs a bit of work but the lip piercings look pretty good.
Wow... Cool!!
#3250
Posté 16 janvier 2015 - 11:07
That is the normal second skin tone right? Or is it a mod?
This is the 7th skintone, and not modded.
CAn u ell what DDS exactly u changing?
da3/actors/baseheads/textures/eyebrows/uh_eyebrows_m.dds





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