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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