I'm loving the blue katana design. However, in game the blade looks sorta dull-white in color. Is there any way to make the blade more mirror-like finished? Similar to the Fudou Myouou Katana
Yeah, sorta sad that skyrim's engine is like that :/ My workflow for this blade was using PBR textures, so I had to convert from PBR to "Skyrim". I haven't quite gotten the conversion perfect yet, and I'm not sure how to implement environment maps and more accurate specular/gloss values.
I had a look at Fudou Myouou and its meshes/textures, and I think I can see what they've done there. I'd have to re-export my textures and re-convert them, making them much darker, as well as adding an environment map and tweaking some existing specular values. Would help if I used a non-vanilla cubemap, as well.
I probably won't be making these changes given that it's a lot of work for me, personally, and I'd like to move onto other things. But I'll keep this advice in mind for future models, so thank you!
No, that would likely be due more to them being BC7 .dds files, which Photoshop doesn't natively support. You should be able to open them in Paint.net and see the transparency. The diffuse files are BC1, which don't have alpha values. My Photoshop can't open any .dds files but maybe yours can.
Hello! Bit of a late re-reply now, but I've ultimately decided to go ahead and make PBR-looking materials like the Fudou Myouou mod you've sent. I got in contact with Immyneedscake and had him help me out with the conversion process. Hopefully it'll look the way you wanted it, or at least look way better!
Is there a two handed version? I'm going to find out now by installing but, please add that info to description. I love katana mods period but especially love seeing both one handed and two handed variations. Thank you and Bravo to you.
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I had a look at Fudou Myouou and its meshes/textures, and I think I can see what they've done there. I'd have to re-export my textures and re-convert them, making them much darker, as well as adding an environment map and tweaking some existing specular values. Would help if I used a non-vanilla cubemap, as well.
I probably won't be making these changes given that it's a lot of work for me, personally, and I'd like to move onto other things. But I'll keep this advice in mind for future models, so thank you!
That might explain why I get "could not open" errors in Photoshop when I try to open up the normal map files
Impressive work.