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Rubber marks, how to do them (OBSOLETE)

Started by Aritz, July 06, 2012, 02:34:46 PM

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Aritz

July 06, 2012, 02:34:46 PM Last Edit: February 19, 2013, 01:28:34 PM by Aritz
THIS TUTORIAL WAS IMPROVED: http://forum.kartracing-pro.com/index.php?topic=2543.0



BIG IMAGES INSIDE!

-UNDER CONSTRUCTION-
















EVO

Are you making puddles only is specific areas? thats a good idea
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

Aritz

Not puddles, they are grey spots  :P They are not finised of course, this the tutorial  ::)




But the idea is to make rubber, tarmac scratches, paints, marks...

EVO

when i do this i delete the parts of the mesh i dont use like the straight sections
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

LauZzZn

Retired, studied 3D Artist
Professional racing driver
2021 ELMS Champion LMP3
2022 3rd 24h Le Mans LMP2
Teammanager of Dutt Motorsport

Aritz

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  ;)

Aritz

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  :(

EVO

February 18, 2013, 07:20:05 PM #7 Last Edit: February 18, 2013, 09:08:38 PM by EVO
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.
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

LauZzZn

Retired, studied 3D Artist
Professional racing driver
2021 ELMS Champion LMP3
2022 3rd 24h Le Mans LMP2
Teammanager of Dutt Motorsport

Aritz

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)


LauZzZn

do you use vertex paint or what do u use ? i dont understand that at the moment :/
Retired, studied 3D Artist
Professional racing driver
2021 ELMS Champion LMP3
2022 3rd 24h Le Mans LMP2
Teammanager of Dutt Motorsport

Aritz

Finally, the white ugly area around the dirt texture fixed:



And this is how I made the texture:




Aritz

February 18, 2013, 07:55:19 PM #12 Last Edit: February 18, 2013, 08:00:07 PM by Aritz
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

EVO

February 18, 2013, 08:03:52 PM #13 Last Edit: February 18, 2013, 08:05:27 PM by EVO
Thanks Aritz

Lau- it doenst save marbles or skid marks though

Default Groove Feature
http://forum.kartracing-pro.com/index.php?topic=1684.0

To download all my dashes, airboxes, tracks, and more
click here or see my personal website

LauZzZn

ah okay haha :D i thought how the hell should that work?!
Retired, studied 3D Artist
Professional racing driver
2021 ELMS Champion LMP3
2022 3rd 24h Le Mans LMP2
Teammanager of Dutt Motorsport