Paintnet dpy plugin pack3/16/2024 The best way to replicate that effect so far, is to draw the doorgaps in a 127 RGB grey, and set the layer type to multiply. It has to be noted that it darkens according to AO shading in vanilla cars. The Doorgap layer(s) is/are self-explanatory. Use the Brightness/Contrast adjusters for this in your program of choice. Darker greys can appear for well hidden geometry, but avoid pitch black parts. It’s good to have a smooth and pronounced fade from the top of the car from the bottom, for the most vanilla effect, with the top of the car 100% bright, white (about 255 RGB) and the bottom part 50% bright, grey (about 127 RGB). For best effect, carefully finetune the Radius and Strenght values, to only blur the neceserary lines, and not get rid of smooth transitions. Usually, even the downsizing doesn’t make the sharp lines disappear, in which case, a type of Surface Blur needs to be used (Surface Blur named effect itself, or the Smart Blur plugin for ). For these reasons, it’s also good to choose a resize type that creates the most blurry result ( Bilinear or Fant, but Super Sampling can also work). It’s recommended to bake in a 2x or 4x higher resolution ( 1024x or 2048x) and then downsize the image to 512x in a program of choice, to create natural anti-aliasing on the edges of UV islands and smooth off sharp edges on seemingly smooth parts (caused by normal imperfections). The settings below provide a fast bake and a good base to work on (demonstrated in Blender 2.79): It’s the natural shading the model receives, from it’s own and surrounding geometry, independent from external lighting. The Ambient occlusion texture can be baked/generated in 3D programs. The resolution is 512x512 pixels for all vanilla cars. It’s body.tex uses a diffuse enviroment map shader type, which gives it the reflective clearcoat look. Looking at, and studying vanilla game files plays an essential part in understanding and replicating them, so it’s highly recommended to do so, both when starting out, or with experience, looking to refine your work.īody.tga is the main paintable texture on the car.The vanilla texture dimensions will be explained specifically in parts of the guide. The aspect ratio can differ from 1:1, (for ex. Most games (which includes Crashday) can most efficiently use texture that are the powers of 2, most commonly 256x256, 512x512, etc.and Blender will be used as the default softwares here to demonstrate the methods, which more or less can be translated to other programs. Partially, this page will refer to modelling or UV-mapping for full explanation of some methods, so some level of 3D- and image editing program skills are required. Some of these are the exact methods Moonbyte used when creating the game, but others are merely recreating the textures with more modern and different means. This page serves as a guide for those wanting to recreate/replicate the textures and texturing methods used for the vanilla contents of the game.
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