@AnOldFriend3
Thanks for releasing these!
Just noticed that the MPP includes a fixed version of the Glass Helmet which corrects clipping issues with certain head shapes - there's also a fix for the Templar Helmet. From the MPP documentation that would be of interest:
Bug Fixes.txt
* templar helmet no longer clips with certain head meshes
* glass helmet no longer clips with certain head meshes
* certain ebony armor meshes no longer have a green hue
Would be great if you could use the fixed version of the helmets for these reflection upgrades. The Ebony armor fixes are mostly for the ground meshes - you might want to use them as a base if you decide to upgrade Ebony.
Any chance of applying this method to the female Divine Domina cuirass counterparts? There's a Better Bodies compatibility update available for Divine Domina which should also be considered. BTW, Darknut also did texture replacers for DD. B)
I will look into using the fixed helmets, shouldn't be a big problem setting them up.
If and when I get to Ebony I will try to keep that in mind.
As for the Divine Domina. Pretty much since I started this I had thought about doing them. I think they use some of the same textures so it might not be to difficult to set them up. I will have a look at them and see about doing the female versions of the 4 sets I have done.
And just a small clarification. I did not use Darknuts textures to create my normal maps. I used the original textures unpacked from the BSA. Just wanted to make sure that that is known so that Darknut doesn't think I used his stuff and didn't ask. I only suggest using his higher res textures to add a bit more to the over all effect. :goodjob:
A question though, can this "effect" be applied to creatures too. Those that lets say have chitin shell?
I havent ever tried but I am nearly 100% certain that it can. MCP 1.7+ allows for the addition of reflection, and as a result of the capability of reflection maps, bump/normal maps to skinned/physiqued models which would include bodies, creatures, armor, clothes, and anything else that is rigged to a skeleton. The effect can basically be applied to anything aside from the ground mesh now, with MCP 1.7+ and the proper features enabled of course.