Iracing car paint templates




















Instead of using a spec, gloss, and environment map to create the spec maps for a material, you simply decide if the material is metallic, and then decide how smooth the surface of the material is. The shader does the rest. This greatly simplifies the process of creating spec maps. Metallic: This greyscale texture tells the sim if the pixel is metallic or not, or something in-between.

If the pixel is metallic, then you use white ,, rgb. If the pixel is non metallic you use black 0,0,0 rgb. Typically, this is a yes or no question, though there are edge cases with some kinds of materials where you may want some form of grey.

The metallic channel is the red channel in our spec maps. The roughness channel tells the sim how rough the surface of the object is. Black 0,0,0 is totally smooth and therefore very reflective. This channel replaces the green channel in our spec maps. Combining these two textures together allows you create almost any form of material on a per pixel basis.

In addition, we use an alpha channel to determine what percentage of the metallic and roughness will show on a material. We have edited the Photoshop templates of our cars so that they contain the spec map we use in our sim for each car that supports custom spec maps.

You can use this group as the basis to create your own spec maps. A PBR spec map in our simulator is built a bit differently than our car paint scheme textures. Our PBR spec maps use 3 different greyscale maps, Metallic, Roughness, and an Alpha map used to mask out lighting effects To keep from having to have 3 different tga files to represent this, we instead use the RGBA channels in the TGA to house all 3 textures in one file. Alpha Channel: Specular mask.

As noted above the process of assembling a PBR map is different from a normal tga. Pasting greyscale images into a channel can lead to weird noise and RGB value artifacts. The best way to combine the different channels together is to edit the layer group of the metallic and roughness layers in Photoshop and set the blending options to the specific channel they are going to go into. The blue channel is unedited and we leave it white typically.

Doing this allows you to copy and paste the completed image into the diffuse of the spec map, or simply save the PSD file out as the spec map without having to individually paste the images into the respective color channel separately.. An example of how to do this shown below:.

This process has already been done to the custom spec map group in each template. Just right click on the respective layer or layer group and go to blending options and you can see how we change each channel so that they combine into one image.

The alpha channel if needed, not all cars have them would be pasted into the alpha channel on the spec map as you would with any alpha channel. This info graphic was created by game developer donotnod and is very helpful when trying to determine Metallic and Roughness values:. To get your metallic and roughness values, you simply pick an example that is similar to what you are creating, and use the color picker tool to grab the grayscale color you want to use.

When painting a metallic car, please note that metallic albedo colors need to be MUCH lighter than normal. As an example, a pixel that is going to be chrome on your custom car should be white or very close to it. So car numbers, sponsors, etc. To get your custom spec map into the sim, you will export the finished spec map as a 24 bit tga 32 bit tga if it has an alpha channel named in the following format:.

Note that these spec maps are in. The simulator has special support to enable the generation of a. For the player car only, the sim will first check for a. Stay In Touch. These cookies gather data on how visitors use this website — which pages are visited most often, for example. We use analytics to determine how users use our website and look for opportunities within these datasets to improve our site design.

You can change your paint scheme as many times and whenever you want. Just remember to save it by simply pushing the save button. If you want to use a custom paint scheme created by someone else for those of us out there without any artistic talent outside of iRacing you can also do that. If you are looking for custom paint schemes or for people with that skill set there is a nice third-party site called Trading Paints which was actually designed to work with iRacing.

There are instructions on Trading Paints to help with this process. Another resource for custom Paint Schemes is the iRacing forums. You can request a custom scheme to be created for you by fellow iRacers who are also artists. You can do this from our painting subforum in the iRacing forums:. Please note that some artists charge for their time creating schemes, while others do it for the love of the art! If you wish to create a paint scheme yourself without using our pre-built patterns on iRacing, then you can create a custom paint scheme on your own.

To create a custom paint scheme you will need an art program that is compatible with Adobe Photoshop layered PSD files.

The template files themselves which are used to create a custom paint scheme can be downloaded from their respective car paint kit pages at the link supplied above. So after you run the Chevrolet SS — Gen 6 car for the first time the following folder will show up:. For example if user wanted to paint their suit, helmet, and the rt the files would be named like this:. Some cars however have alpha channels, and will require a bit TGA with a disabled alpha layer.



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