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Table of Contents

Table of Contents
maxLevel3
excludeTable of Contents

Part 1 - Skin Creation

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Materials You Need To Receive From The Car Modelers

  • The devmode version of the car, to be loaded in the viewer (if without physics) or devmode (if with physics)
  • An export of the body in .3DS format/Max Coordinates, so that you can import the 3D model in Photoshop CC
  • A TIFF/TGA storing the UVW unwrap wireframe in native 4096x4096 px resolution.
  • A TIFF/TGA storing the Ambient Occlusion Baking to be mixed in the skin, in native 4096x4096 px resolution.

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  • White is producing a 100% sun specular strength (glossy shiny)
  • Black is producing a 0% sun specular strength (totally matte with no sun)
  • Create a specific Layer Group to host all parts of the mask composing the Specular Map. This does give you total control on fine tuning the map during the various stage of the development and testing
  • This is a GLOBAL map, not linked to specific liveries/skins, so it needs to host only common parts
  • Follow the Carbody Shader guidelines for that specific task; (Part 2 of this document)
  • Save the specular map in DXT5/BC3

Part 2

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- Body Shader

Basic Terminology & practices;

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