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Graphic Artistry: Reference Sheet

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#1
InsanitySorrow

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Texture Types:

Skyrim has quite a few different textures with different suffixes, but what do they mean?, Well I'm going to explain in the simplest way I can, I'll also pride a screenshot for each one.

Name: Diffuse Map
Suffix: Sometimes uses _d
Description: A Diffuse Map (Also known as a colour map) is your main texture, this defines a surface's main colour.

An example of this is: A 3D artist makes a new sword model, this sword model has the shape of a sword but there are no details, Ie no blade or grip. This model is passed to a texture artist who then applies a texture to give the sword a grip, blade and other details.

For a Diffuse Map to work well with the other textures that are created (Normal Map, Specular Map ect), the Diffuse should not have any directional lighting included, instead the Artist should include an Ambient Occlusion pass, which should be passed to them from the 3D Artist.

Compression: DXT1 unless an Alpha channel is needed for transparency, then either DXT3 or DXT5

Preview:

Posted Image

Name: Normal Map
Suffix: _N
Description: Normal Maps are what add the depth to your textures, all the details from the texture (or baked from a 3D model) are represented by bumps. These bumps are displayed in-game based on the lighting, which gives the effect of depth.

These differ from Diffuse Maps becuase they use the RGB (Red, Green, Blue) colours of an image to store the details of the texture/model.

Compression: DXT5 or DXT3

Preview:

Posted Image

Name: Glow Map
Suffix: _G/_emit
Description: Glow Maps allow certain parts of a texture to emit light or glow. This is achieved by making the parts that need to glow a light colour (like white) and everything else black.
Compression: DXT1 - No Alpha

Preview:

Posted Image

Name: Environment Map/Mask
Suffix: _M/_EM/_E
Description: These textures control how the environment lighting affects the model/texture.
Compression: DXT1 - No Alpha

Preview:

Posted Image

Texture Slots:

Slot 1: Diffuse
Slot 2: Normal Map
Slot 3: Glow Map
Slot 4: N/A
Slot 5: Cube Map
Slot 6: Environment Map
Slot 7: N/A
Slot 8: N/A
Slot 9: N/A
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#2
StarX

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Very handy! Both for people that are just learning the trade and for the more experienced users that need to refresh their memory! Thanks IS! :thumbup:

Great looking example images BTW! :whistle:
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#3
InsanitySorrow

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Thought you'd like them :lmao:

Have some more to add yet, but hopefully this will be useful :D
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#4
charlescrowe

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thanks IS. will keep this in mind when my comically high-poly meshes need quality textures :P
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#5
ResolveThatChord

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This guy is on a roll.
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#6
Zalpha

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Wow I have always wanted to know what it all means, I have been working with them for about 2-3 years and figured out how they work but not what it all means.

I finally know how they truly work and what each of them mean now. Thank you so much! Totally bookmarking this page! XD

The glow layers have given me a few ideas’ so thanks posting all of that info with pics!

Uhh... Quick question, what are the _sk file types, what do they do?

I guess they change colour of the models?
If you check out Skyrims bear textures, the only other colour variant you will see is in the _sk files. So I guess it creates a colour overlay on the default texture in game? idk

Edited by Zalpha, 13 February 2012 - 07:45 AM.

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#7
InsanitySorrow

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The _sk files are "Skin" textures, though I'm not sure exactly what they do yet.
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#8
Nekronom

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I would imagine they work with an object shader to simulate sub surface scattering for realistic rendering of skin...Would you mind posting up some compressed images of them?
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