I start with the physical mesh, then make a copy of it and decimate it to a simpler visual meshTo all the track modders: When you model anything but the road surface, do you start with the physical model or the model you actually see in the end? Or do you use the same model for it?
I do all the visual first (and use the visual as physical while tweaking the layout), then duplicate and add the detail for the physical mesh after.To all the track modders: When you model anything but the road surface, do you start with the physical model or the model you actually see in the end? Or do you use the same model for it?
Easiest thing for paint stripes would be a mesh following a curve and shrinkwrap it to the road with a small offset. If you have no curves, loop-select the outer edges of the track for example and create a curve from that polyline.Hello again,
I'm working on some tracks for AC, and I want to know what is the best way to do stuff like paint stripes, skidmarks, and tar snakes on the track surface? I'm using Blender 2.92.
I know this is a repeat question but it didn't get answered the first time.
I've gotten that far, but I was more thinking how do I texture it? Thanks for the help.Easiest thing for paint stripes would be a mesh following a curve and shrinkwrap it to the road with a small offset. If you have no curves, loop-select the outer edges of the track for example and create a curve from that polyline.
This would probably be the best idea for tar snakes as well.
For skidmarks, I've done it manually (create a rectangle, subdivide it for more polygons, manually move/rotate the points to follow a skid track, then shrinkwrap, and knife where nessecary where it cuts below the road).
But there are thousand ways of doing it.
Basically the same way you would the road surface. A long texture tiled along the length of the lineI've gotten that far, but I was more thinking how do I texture it? Thanks for the help.
But if I have a partially transparent texture, the transparent parts are showing up as black in game.Basically the same way you would the road surface. A long texture tiled along the length of the line
try between alpha_test and alpha_blend on the materialBut if I have a partially transparent texture, the transparent parts are showing up as black in game.
Where do I 'set an object transparent', in the ksEditor or in Blender somewhere?try between alpha_test and alpha_blend on the material
and regarding the object itself, if is set transparent or not
(i can't remember which needs to be or not, always confusing between the 2 test/blend)
Kseditor, bottom left, in the objects tabWhere do I 'set an object transparent', in the ksEditor or in Blender somewhere?
Also, you know it's weird when Gary and NK from RSS tell you it is the first time they see something like thisThis could be one of the weirdest bugs I've ever encountered, hopefully someone knows how to fix it.
As you can see, these weird tyre shadows are floating in the sky, and I have no idea why. I have redone the LODs from scratch, as I was thinking maybe I had a mesh somewhere floating around in the model, but the shadows still appear.
On most tracks they aren't visible. But in mini Portimao it is very noticeable and annoying. Have you ever encountered this issue with one of your cars and how can it be fixed?
Thanks in advance!
Just wondering if anyone knows how to create a chrome livery for the RSS Formula Americas car?
View attachment 469240
Amazing stuff, thanks. How do I create a reflection map/make sure it's applied to the car?View attachment 469253
A quick chrome config. You can (should) adjust the values. You also need to make a reflection map that has the decals in matte
[INCLUDE: common/materials_carpaint.ini]
CarPaintVersionAware = 2
[Material_CarPaint_Chrome]
Materials = Pain
FresnelMax = 0.5
FresnelC = 0.5
BrightnessAdjustment = 0.555
ColoredSpecular = 1.0
AmbientSpecular = 0.255
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.155
Save that as ext_config.ini to skin folder