THIS TUTORIAL WAS IMPROVED: http://forum.kartracing-pro.com/index.php?topic=2543.0
BIG IMAGES INSIDE!
-UNDER CONSTRUCTION-
(http://img210.imageshack.us/img210/2447/img20120211wa0003.jpg)
(http://img98.imageshack.us/img98/3251/81379130.jpg)
(http://img151.imageshack.us/img151/2941/tracknegativo.jpg)
(http://img3.imageshack.us/img3/5375/photos2r.jpg)
(http://img856.imageshack.us/img856/3164/phots1.jpg)
(http://img546.imageshack.us/img546/2149/3dmaxm.jpg)
(http://img18.imageshack.us/img18/1231/yellowwi.jpg)
Are you making puddles only is specific areas? thats a good idea
Not puddles, they are grey spots :P They are not finised of course, this the tutorial ::)
(http://img210.imageshack.us/img210/2447/img20120211wa0003.jpg)
But the idea is to make rubber, tarmac scratches, paints, marks...
when i do this i delete the parts of the mesh i dont use like the straight sections
how you made this?
http://img151.imageshack.us/img151/2941/tracknegativo.jpg
Hmm
First make a render of the track or take a screenshot with the top view of the track, the clearer the better.
Then with Photoshop, use the magic wand to select only the track.
Create a new layer with selection active and paint it white.
I have to say that I am trying to repeat this tutorial but I cannot... :-[
Let's help each other, I need it ;)
I found my mistake
For the mud areas, tyre marks or whatever, you have to paint into a white RGB channel the mark.
What I am not able to see is the difference between using alpha channel and not using it. Piboso's tutorial says that is different blending with or without it, but I am not seeing any difference :(
We can use the saved groove for the tire marks now but not marbles or skids. I like the skid out marks. And the marks from shifter karts on the grid. I think we can put those in max by saving screen shots from in game and applying them as a secondary texture. Im most interested on how to do nice gras and dirt mix on track edge with the kart shadow kept.
how can we get the saved groove?
I found what was wrong with alpha blending/multiply bending.
This is the difference. On the left alpha blending (alpha channel included in the texture), right multiply (no alpha)
(http://img341.imageshack.us/img341/5430/sinttulo6m.jpg)
do you use vertex paint or what do u use ? i dont understand that at the moment :/
Finally, the white ugly area around the dirt texture fixed:
(http://img14.imageshack.us/img14/8937/sinttulo666.jpg)
And this is how I made the texture:
(http://img694.imageshack.us/img694/4060/sinttulo6666.jpg)
Quote from: LauZzZn on February 18, 2013, 07:47:23 PM
do you use vertex paint or what do u use ? i dont understand that at the moment :/
I have to redo the tutorial, now I know how :)
Tomorrow morning, now I am tired... All day here testing and testing ;D
Thanks Aritz
Lau- it doenst save marbles or skid marks though
Default Groove Feature
http://forum.kartracing-pro.com/index.php?topic=1684.0
ah okay haha :D i thought how the hell should that work?!