textures

Discussion in 'Car Modding' started by dazzer, May 4, 2020.

  1. dazzer

    dazzer Registered

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    Hello, I would like to know how to obtain, or make better textures, I would like to be able to obtain shadows or more effects on the texture itself, since the ones I do are still very flat, any idea how I could achieve that? I am still very new to all this and I find myself somewhat lost with all this.
    1.jpg 2.jpg 3.jpg
     
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  2. Coutie

    Coutie Moderator Staff Member

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    I don't know what you model in, but you should bake ao maps for your texture, that'll make it less flat looking right away.
     
  3. dazzer

    dazzer Registered

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    I've been messing around with the Quixel suite a bit, and it looks a lot better, but I still need to know how to add the base shadows for the rivets and objects inside.
    12323543456.jpg
     
  4. dazzer

    dazzer Registered

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    PD: I using 3dsmax 2012-2017
     
  5. Coutie

    Coutie Moderator Staff Member

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    Did you bake an AO map? I can't really tell.
     
  6. dazzer

    dazzer Registered

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    If I did, I was learning how to use the Substance Designer and Quixel SUITE 2.3. with them I managed to get a good base of maps and then texturize them correctly, I still have to keep practicing for better results, with this even i hope that in the future region maps can be used for the interior, it would be quite useful to separate different types of materials. :D:D
    1111.jpg
    fghfghfghfg.jpg
     
  7. Coutie

    Coutie Moderator Staff Member

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    They can, or you can use the IBL standard shader with metalic/roughness.
     
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  8. dazzer

    dazzer Registered

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    I will try the shaders thanks :D:D
     
  9. Coutie

    Coutie Moderator Staff Member

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    Here's my exporter settings for substance painter that'll output files that just need to be converted to dds to be used with the new shaders.
     

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  10. dazzer

    dazzer Registered

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    thanks, i will try it today
     
  11. dazzer

    dazzer Registered

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    I have a question about the new materials and the website to configure them, the truth is that I have been playing with the parameters of the page a bit and saw that I could edit other materials and change them, for example, change the texture of the interior for ibl I think it looks great, the problem is that I don't know how to save those settings, in theory I download a .json as for WCCARBODY but I don't know where I should implement this new file for the game to take my settings.
     
  12. Bernd

    Bernd Registered

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    Did you read this?
    https://docs.studio-397.com/developers-guide/cars/car-art/working-with-new-ibl-pbr-car-shader
     
  13. dazzer

    dazzer Registered

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    I have read it and understand it, I have no problem with body paint, but I wanted to save other materials like the interior.
    When configuring these materials, I download them as .json, like the one used in WCCARBODY, but I don't know where I should put this file.
    I know that the WCCARBODY000 is renamed as x_BaseMat and a line is added in the VEH, but I have downloaded another one for a stuff the inside and that file I doesn't know where should write it.

    Should I add it to VEH just like the BaseMat ??
    :confused::confused:
     
  14. Bernd

    Bernd Registered

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    For the json files, that you want to use for other materials, you have to add a link to the folder, into that you want to store the files, into the gen files:
    It looks like the SearchPath=..... links, but the name is MaterialPath=....
     
  15. dazzer

    dazzer Registered

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    ok, I understood the detail that I'm missing, I appreciate it a lot :D:D
     

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