DXT compression mucks with the normal's coloration through the interpolation, causing artifacts. Reducing the resolution but not compressing the color data in a normal is the better option because it retains the original precision that the normal was generated with (which is fairly important if the normal was baked from a high-poly model).
![skyrim simply optimized textures skyrim simply optimized textures](https://icdn.digitaltrends.com/image/digitaltrends/super-skyrim-bros-mod-416x234.jpg)
Each compression algorithm uses exactly the same color interpolation to compress the diffuse.Īlso, it was suggested later on in the thread to store normal-maps at 1/4 resolution using 8.8.8.8 uncompressed, because DXT compression leaves undesirable artifacts on the normal maps. Simply put, that DXT1 results in a larger quality loss over DXT3 and 5 is a myth. The compression ratio is higher simply because alpha channel information is not being saved for the texture, which results in less space being needed to store those 16 pixels. Exactly the same compression for colors as DXT3 and 5.
#Skyrim simply optimized textures 64 Bit
DXT 1 uses 32 bit for the color and 32 bit for indices while leaving out the 64 bit for the alpha, so the compression ratio increases. So the compression for 16 pixels is 32 bit for color, 32 bit for the indices, and 64 bit for the alpha channel. The reason DXT3 has a 4:1 compression ratio is because an additional 64 bit are being allocated per 16-pixel grouping for alpha channel information.
#Skyrim simply optimized textures mods
Bodyslide presets overriding CBBE, armor mods and re textures - posted in General. Not saying Martigen is wrong at all, I just thought I clarify a little. After installing the mod, the following general load order Skyrim. I used to use DXT3 in some cases but it was pointed out to me by other artists on Nexus that I should always save as DXT5. Use DXT5 in all cases its an improved format over the older DXT3, the quality is better and the file size is the same. Martigen suggests DXT3 or DXT5 for normal maps. Of course DXT5 needs to be saved with an alpha channel so its not something you'd typically save as for colour maps. The best way is to increase the original texture to the size you want and use it as a template/guide to paint an entirely new texture, obviously you delete the original guide before saving your nice new texture.ĭXT5 is superior to DXT1 simply because DXT5 uses 4:1 compression as opposed to DXT1 8:1 compression. This is why you start to get horrible artifacts. 8 times compression saved again becomes 16 times and so on. This has the result of multiplying the compression further. One of the biggest mistakes I see is people painting over the original DDS texture and saving it again. It can result in lossy image quality, certain colours can also bleed and have unwanted discolouration but these artifacts can't be avoided and are a result of the very high compression. Its definately a useful thread for newcomers but there are some minor points I'd like to point out.ĭXT1: While this is the format you want the vast majority of your colour/diffuse maps saved as you have to remember that this has a compression ratio of 8:1.
![skyrim simply optimized textures skyrim simply optimized textures](https://staticdelivery.nexusmods.com/mods/1704/images/thumbnails/21166/21166-1543284969-181270577.jpeg)
Last time I saw Martigen about was when I did some textures for his Mutant mod.