zip in C:\Users\Username\Documents\Trackmania\Skins\Model s\CarSport Zip the textures together along with an Icon.tga file, and place the. _I maps (ex: Details_I) use specific greyscale values in the alpha channel to define a role for the RGB channelsĪlso note that the shader now handles AO map ("prelight") blending, that means you don't have to apply it (bake it) to the textures anymore. _R maps (ex: Skin_R) are using the red channel as Roughness and green channel as Metalness Glass_D : tint is for the glass color, and luminosity sets the opacity dds BC5 - Self-illumination / RGB Alpha channel dds BC3 - Self-illumination / RGB Alpha channel If the texture is not in the zip, CoatR evolves according to roughness and metalness values Skin_CoatR map handles the clearcoat, glitter paint effect. dds BC4 - Dirt mask / Grayscale Advertisements List of maps with their compression format (make sure to use D3D9 presets and not DX10 ) : It contains UV maps for each set of texture, as well as the 3D model of the car and some baked maps in bonus. This thread is the place for those of you that are into advanced car texturing.īelow is the download link for some useful ressources package.
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