
You can do this by right clicking on any layer, clicking "Merge Visible Layers", and then selecting "Clip to Image".Īdvanced Options: If you chose to use compression, then expand this section and tick the "Use perceptual error metric" box to improve the compression quality slightly. But you NEED to have combined all your layers first. Mipmaps: If you want to have Mipmaps (you can go without them if you have lots of VRAM), select "Generate mipmaps" on the exporting window. But for high quality things like faces and any *Normal Maps, I suggest that you choose "None" for a nearly lossless file. As it will reduce the filesize of the texture, but keep the alpha channel (transparency) for various textures that might need it, like fur and hair. Then decide what quality you'd like.Ĭompression: It's best to choose "BC3 / DXT5" compression. When exporting, replace the original file unless you want to save it somewhere else (like if you opened a vanilla race skin texture to edit it for a custom race). Their filenames should be the same as the diffuse maps, but usually have "_msn" at the end.Įxporting:Exporting will let you save your work as an image file. I don't suggest editing these in GIMP unless you're doing small fixes (like removing details/mistakes).

From this map, the engine can then determine how the in-game light sources affect the object based on what coloured parts are exposed. This texture is created by the 3D model being lit from different angles by a certain colour on each axis. Normal Maps: These allow the lighting engine for Skyrim (or your ENB) to add correct lighting and shading to objects.

Their filenames should be the same as the diffuse maps, but usually have "_g" at the end. Edit these sparingly, as it's easy to make them blinding-ly bright (especially if you use an ENB). Only a few vanilla objects use this, like the Vampire eyes, and Nirnroots.

If you're using an ENB, you can adjust their strength and 'curve' to make things look more glossy or matte. The black areas will not reflect, and the white areas will be mirror-like to light sources.
