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All textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files (with a few exceptions, such as menu art). These textures are typically referenced in the <code>BSShaderTextureSet</code> block, as shown at right.
 
All textures used by Skyrim are [[AU:DDS Data Format|DDS]] (Direct Draw Surface) files (with a few exceptions, such as menu art). These textures are typically referenced in the <code>BSShaderTextureSet</code> block, as shown at right.
  
Some slots are reused for multiple different purposes. For example, when a mesh uses the Glow shader, slot 3 is used as an emissive map. But when a mesh uses the Skin shader, the same slot is used for skin tint. Be sure to select the proper [[#Shader types|shader type]], and activate the desired shader flags, for your model to be displayed correctly.
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Some slots are reused for multiple different purposes. For example, when a mesh uses the Glow shader, slot 3 is used as an emissive map. But when a mesh uses the Skin shader, the same slot is used for skin tint. Be sure to select the proper shader type, and activate the desired shader flags, for your model to be displayed correctly.
  
 
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.
 
Textures are applied based on the [[AU:UV Unwrapping|UV map]] created during 3D modeling. Following [https://www.notion.so/UV-Mapping-Best-Practices-eefa3731217c4c65a907d1990939974f UV Mapping Best Practices] will help to prevent errors in your model.

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