![]() ![]() If you're like me, you'll probably be making many edits to your textures and checking them in-game. If you have a BLOCKY face that you can't fix, opening the file without loading mipmaps, and exporting the file with new mipmaps (and without compression) might be the cure. *Exporting Normal Maps without compression is essential! Because of the wide range of colours, GIMP (and Photoshop) will ruin their quality (most noticeably in the mipmaps) if you use ANY compression. ![]() You can do this by right clicking on any layer, clicking "Merge Visible Layers", and then selecting "Clip to Image".Īdvanced Options: If you chose to use compression, then expand this section and tick the "Use perceptual error metric" box to improve the compression quality slightly. But you NEED to have combined all your layers first. Mipmaps: If you want to have Mipmaps (you can go without them if you have lots of VRAM), select "Generate mipmaps" on the exporting window. But for high quality things like faces and any *Normal Maps, I suggest that you choose "None" for a nearly lossless file. As it will reduce the filesize of the texture, but keep the alpha channel (transparency) for various textures that might need it, like fur and hair. Then decide what quality you'd like.Ĭompression: It's best to choose "BC3 / DXT5" compression. When exporting, replace the original file unless you want to save it somewhere else (like if you opened a vanilla race skin texture to edit it for a custom race). Their filenames should be the same as the diffuse maps, but usually have "_msn" at the end.Įxporting:Exporting will let you save your work as an image file. I don't suggest editing these in GIMP unless you're doing small fixes (like removing details/mistakes). From this map, the engine can then determine how the in-game light sources affect the object based on what coloured parts are exposed. This texture is created by the 3D model being lit from different angles by a certain colour on each axis. Normal Maps: These allow the lighting engine for Skyrim (or your ENB) to add correct lighting and shading to objects.Their filenames should be the same as the diffuse maps, but usually have "_g" at the end. Edit these sparingly, as it's easy to make them blinding-ly bright (especially if you use an ENB). Only a few vanilla objects use this, like the Vampire eyes, and Nirnroots. Glow Maps: These are additive textures meaning that they only ever increase brightness of what they cover.Their filenames should be the same as the diffuse maps, but usually have "_s" at the end. If you're using an ENB, you can adjust their strength and 'curve' to make things look more glossy or matte. The black areas will not reflect, and the white areas will be mirror-like to light sources. Specular Maps: These are the reflection textures.This will be the kind of texture you edit most often. Without these, almost everything would be invisible. They're the colours that coat every "thing" in Skyrim. Diffuse Maps: These should be familiar to everyone.I'm sure it's something stupid I'm doing/missing.Types of Textures (in Skyrim)Skyrim has four types of textures. I followed a tutorial for editing textures for TSR workshop (all steps even decomposing and recomposing the colors, even though I didn't need to edit anything) and it didn't work either. If I open any texture and immediately save it again it still has the giant blob of color issue (the texture's predominant color). I have tried saving it as both RGB8 and RGBA8 formats and a couple others I forget now. I can't change the order of them, though. It does have Red, Green,Blue and Alpha channel in Gimp. a few more clicks and it is just a white blob again. You can see the sand texture with 1 click, 2 clicks. I got it how I wanted it, but when I try to use it in CAW, it looks like it is cumulative, like an airbrush tool instead of a real texture- for example if I have Opacity at 100, it just makes a big white blob. I wanted to make a couple of odd sand textures, so I edited one of the ones from the pack using Gimp. I have downloaded Martine's texture pack (very helpful). Creating/Editing Custom Textures for CAW. ![]()
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