Skyrim

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Mr Dave

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Mr. Dave

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Texture Resource

Yup, just what the name implies, it's textures... it's a resource!
A few months ago I bought Filter Forge to use for work as a kind of speedy cheat. While I prefer to do all of my work from scratch and by hand (see the water level in Allied Assault Squadron), sometimes it's nice to click that good ol' easy button... and click it I did. So, presented to you are many of the fruits of all that clicking.

There is a wide variety included in the folders, too many to show previews of them all. So instead, here are a few tips that should prove to be more useful than previews. :)

Try the blending modes in Photoshop's Layers tab (button that says Normal with an arrow). Copy and paste various textures on top of each other and scroll through all the blending mode options. This is a fast way to get a handful of entirely new looking textures. When you see a mix you like, just hit CTRL A, CTRL SHIFT C (copy merged), CTRL N (new image) then hit enter, then CTRL V. This will give you that new image, and you can then go back to the blending modes and continue.

Never rotate normal maps. It's like wearing your 3D glasses backward... just doesn't work.

TEMPLATES:
Start by opening a stone texture and one of the moss looking textures from the flora folder. Now grab one of the templates and copy and paste it on top of the flora texture. Make a tight selection with CTRL and clicking the thumbnail icon of the template layer in the Layers tab. Now click the flora texture layer and copy it. Paste it on top of a stone texture and you have a new texture of cobble stone.
To make a normal map of this, darken the flora template texture and lower its contrast a little bit (brightness down -24 to -70 and contrast down -24 to -70 depending on how deep you want it to dig in between the stones). Now lighten the stone layer and lower its contrast as well. It may take a few tries to get it looking right, so keep the file active and don't close it until you are certain you like the result.
Now flatten the image, click on Filters and go toward the bottom to the nVidia tools normal map filter. If you do not have the nVidia tools, you can get them for free at developer.nvidia.com. After selecting the normal map filter, you ill see where it says Scale. The default is 2. Go ahead and change this to 4 to 6 for most stones and apply it. It will look inversed.

To make specular maps, use a copy of the diffuse (regular texture) that you are making the normal map for and on the normal map go to Channels beside the layers tab. Click Add New Channel at the bottom of this window and you will have a new black alpha channel. Paste the diffuse texture into this.
The brighter it is, the shinier it will be. The darker it is, the more matte or dull it will be. For stones and wood, you want the values to be pretty dark. For polished metal, they need to be pretty bright. For initial tests, go ahead and just start with the pasted diffuse. Adjust with Image-> Adjustments-> Brightness/Contrast.

SPLINE EMITTER HAIR:
This is, as the name suggests, just a simple layout of hair made via spline emitter. Useless in its original form, but makes decent renders to use for actual hair textures. You can make duplicate layers of these to thicken it up if need be, or move the duplicates around to make fuller looking hair textures.

Nomenclature:
If it has no _ with a letter, it is a diffuse map (regular texture)
_d is also diffuse
_b is bump (use these to make new normal maps for textures that have to be rotated)
_ao is ambient occlusion (can be used for parallax or pasted on a diffuse and change the blending mode to soft light for grunge or additional values)
_ro is reflective occlusion (see _ao)
_n is normal map (the normal maps in this pack do not have specular maps or alpha channels. The _ao maps can work for this for high sheen contrasts)
_a is for alpha
_no is normal and alpha
_ns or _sn is specular and normal

Hopefully that covers the basics well enough. Most everything else beyond this is cut and paste playtime.

Enjoy, and if you have any questions, feel free to post them. :)

COPYRIGHT and USAGE:
All content contained is free and fair to use for anything of a non profit nature.
Credit, if used, is cool, but not mandatory.

CREDITS:
Mr. Dave - textures
Mr. T.