TOMMYBOYS BUMPMAPPING MESH

TUTORIAL PART TWO

 

What you need:

NifSkope 1.015, Character Tool or Ctool2, A mesh with skin, a paint programme, and a basic understanding of bumpmaps, plus some initiative and curiosity and time.

REMEMBER: ALWAYS BACK UP ANYTHING YOU EDIT OR ALTER FIRST11!!111

 


STEP SIX.

WHERE WERE WE? OH YES, TOO SHINY. QUICK, BACK TO NIFSKOPE!

(OH, AND CLOSE CTOOL, AS THE CHANGES WE MAKE WONT BE VISIBLE UNLESS WE RE-OPEN CTOOL EACH TIME)


STILL WITH THE TEXTURE HIGLIGHTED, IN BLOCK DETAILS HIGLIGHT "BUMP MAP LUMA SCALE".

DOUBLE CLICK THE VALUE AND ENTER SOMETHING LESS, LIKE 0.4 (THIS ISFOR FF, FFV3R NEEDS DIFFERENT SETTINGS)

NOW SAVE THE MESH AND RE-OPEN CTOOL TO SEE IF IT HELPS


 

 

 


 


HOORAY! MUCH BETTER. LET'S JUST REMIND OURSELVES WHERE WE CAME IN:


THIS WAS OUR ORIGINAL UNBUMPED MESH.

THIS IS WITH LUMA SCALE 1

AND THIS IS LUMA SCALE 0.4


 

 


 


STEP SEVEN

BY PLAYING WITH THE VALUES IN THE BLOCK VIEW WE CAN ALTER THE APPEARANCE CONSIDERABLY.

BUT LET'S NOT FORGET THAT THE _REFL AND_BUMP MAPS THEMSELVES CONTRIBUTE TO THIS CONSIDERABLY.

EXPERIMENT, AND PLAY, AND SEE WHAT YOU CAN COME UP WITH.

 


STEP EIGHT. FFV3R VALUES

I NOW COPY MY NEWLY BUMPY ABOMINATION MESH AND SKIN TO MY FFV3R MOD FOLDER, AND EAGERLY OPEN IT UP IN CTOOL2 , SEE ABOVE.

HUNH? WHA'PPEN? I WANT MY MONEY BACK!

UNLAX. FFV3R REQUIRES DIFFERENT VALUES TO BE SET IN NIFSKOPE FOR BUMPYNESS TO WORK.

 

CHANGING THE VALUES OF LUMA SCALE AND LUMA OFFSET TO 1 AND 0.5 RESPECTIVELY, AND LIGHTENING FURTHER THE _REFL AND _BUMP MAPS GIVES US:

SO THERE YOU HAVE IT.

A LIMITED FORM OF BUMPMAPPING, BUT BETTER THAN NONE.

GO! PLAY! ASTOUND ME!

NOW LEAVE ME....I GROW WEARY..I WOULD BE ALONE...