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Graphic Artistry: Reference Sheet


InsanitySorrow
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GA_BasicTitle.png

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:

ChryDiff.png

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:

ChryNormal.png

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:

ChryGlow.png

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:

ChrySpec.png

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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  • 3 weeks later...

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
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  • 4 weeks later...
  • 2 years later...

As always, IS is there with the goods...

 

But I have got a question -- this outlines very clearly what the lines are in NifSkope.

 

What about in the CK?

 

Rather than bloat a mod with a dozen different NIFs, I wanted to make  Texture Sets for an existing armour set (Helm, Gauntlets, Boots, and Cuirass)

 

Now, if you open the Texture section of the CK and click New, then you get a window with the following lines in the texture area:

 

Diffuse

Normal/Gloss

Environment

Glow

Height

Environment

Multilayer

Backlight Mask

 

Obviously the first two are easy, and even the first Enviironment designation.

 

But for instance, Glass Armour.... It has a cube map.

 

Where in the CK texture window does that go?

 

Or, if there's already been a post/tutorial written for this, could someone point me to it?

 

Thanks!

Alla

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  • 3 months later...

Hey, no  one answered Allannaa :crybaby:

I will start working on this class, I have more than one project so I will be back and forth ..

Why not leave that to the pro's? ;), I actually have a Texture Set class WIP

 

As always, IS is there with the goods...

 

But I have got a question -- this outlines very clearly what the lines are in NifSkope.

 

What about in the CK?

 

Rather than bloat a mod with a dozen different NIFs, I wanted to make  Texture Sets for an existing armour set (Helm, Gauntlets, Boots, and Cuirass)

 

Now, if you open the Texture section of the CK and click New, then you get a window with the following lines in the texture area:

 

Diffuse

Normal/Gloss

Environment

Glow

Height

Environment

Multilayer

Backlight Mask

 

Obviously the first two are easy, and even the first Enviironment designation.

 

But for instance, Glass Armour.... It has a cube map.

 

Where in the CK texture window does that go?

 

Or, if there's already been a post/tutorial written for this, could someone point me to it?

 

Thanks!

Alla

 

Use the second Environment Map slot for the cubemap.

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