your object has 1 material. you could give it multiple materials if you wanted too. this image above is wrong approach. the channel painting RGB is for the mask only. the diffuse is just a full colour texture. the details are full colour textures. the mask is just a (full colour texture) that controls placement of the detail channel textures and blends all that with the primary diffuse in the shader.
Multiple materials are not supported in AC, afaik. Yes, it's correct, but diffuse can be "clean", no need for any "stripes".
Don't mind the white stripe in the diffuse. But if I wan't the color variation in the diffuse and avoid the sharp edges. Do I simply have to blend the colors in some way? Like this:
good, I do not understand much about photoshop, so I stay with it in the first, alhpa and mascara channel, I will not continue. A small video would be of great help, I have been 2 days and I can not get it out, it is very well explained, but no There is a way to continue. It would be of great help to finish my section and give it more realism. Thank you very much
This is great. Are the textures of the example available anywhere for download? It would be great to have a step by step video showing how to use the downloaded textures in Blender and ksEditor
Thank you @LilSKi for your tutorial! And thanks to @luchian too! I'm trying to improve my first track quality. I used ksMultilayer_fresnel_nm shader. I discovered that it's very important how I resize the main texture in Blender, and it's not so easy to reach the best values. Sometimes the texture is too stretched along the x or y axis. Another stuff: if I use a diffuser too dark, I have strange results in AC. Anyway, now I changed detail texture, crack texture and I made a new normal map starting from my detail texture. I see that the tarmac is quite good in the shade but a bit strange in the sun. What's wrong? I attach two pictures... I used two differents NM, obtained from the same detail picture. Shader settings are the same.
Maybe it's a bit late, but I'm also confused about specular/alpha thing. So what I need to have is a specular map image (black and white, toned contrast) but how do I convert that to an alpha channel? the RGB channels are filled, but the A channel remains empty even after applying alpha, and It makes sense because well, a black and white image doesn't contain any alpha information for GIMP to understand it.
That´s more of a gimp question. Sorry I dont remember the steps off the top of my head but essentialy you make a mask and apply it as the alhpa channel. This guide should help out a bit: https://www.gimp.org/tutorials/Layer_Masks/
Hi guys. I would like to ask you what is your best experience to create the base diffuse asphalt texture with such a nice colour variation, cracks etc. what is visible in the first post. Im still curious about how to create such a texture from scratch but i didnt found any good references. My idea is to create procedural texture in blender and bake the final texture from it but im not sure if this is possible. Or is it just about painting this texture in GIMP/photoshop?
Hi guys. Thanks to this great tutorial I changed my road shader to ks fresnel multilayer but I'm getting some strange lighting issues. It looks like some parts of the road are lit "in reverse" The road is a single mesh, low poly, with a Catmull-Clark subdivision and a Shinkwrap modifier so that it stands above the terrain. I've tried applying scale, setting normals correctly but I'm still having this issue in ksEditor. Here are my shader settings: I took some time to search for similar issues in this forum but could not find any. Does anyone know how I could fix this ? Thanks!
some values are too high, try ksSpecular at 0.1 fresMaxLvl 1 or lower make the uv mapping coninuous, and not flipped on the y axis, that might also be a reason that lighting gets this bad or you are using a bad normal map, hint: assettocorsa\sdk\dev\car_pipeline_2.0rev\Photoshop Action\Normal_MAP_Rotation.atn
Thanks a LOT for your help @fughettaboutit ! The UV map of the road was made of different parts, and some parts were flipped. Now that I've made it continuous it looks much better. I also adjusted the values as you suggested and it also improved the rendering a little bit but I still have to tweak those values. There's still some darker areas but I'll have to check in-game how it looks and adjust the shader. for the detail NM I made it from my texture main detail using the 3D tool in Photoshop. Should be okay but I'll check your hint If i can't get it to look better Thank you !
Hello everyone, I have a questions regarding the markings on the road for a real life road. I have been thinking for the last couples of days about how to make the marks on the road. Like the line in the middle and markings like turn left, go forward, speed limit and so on. What is the best approach to it? I am using Blender. I was thinking that i have two options, either, make the road in small little pieces and when the road marks needs to change, it will just be a different road piece with that texture, but i'm thinking that will not work all the time and it would be a lot of assets to build and time consuming. My second option which i think is a better and easier approach and that offers more flexibility is to make the main road clean, plain concrete paths(roads) with nothing. And then add the markings as seperate objects on top of the plain road. Then it would be easier to put how and where i want the markings, like the line in the middle to separate the lanes and turn left/right and speed limit and other things like that. I've seen many maps of roads from real world done by other people and their roads looks very good and i would like to know what was their approach for that. Realy appreciate your help. Thank you very much.
Second option, i.e. road marking as separate objects, places e.g. 1 cm above the road, and using alpha for nice blending. This will also improve a lot the way the line marking looks in the distance.
Thank you very much for your quick reply luchian. I'm still learning on how to make/export all those dds files , but will get there eventualy, didn't realy had the time to look into it properly. Still working on my map while trying to learn about texturing it. I will come back when i have results of my textured map. Thank you very much.
I think I have a similar problem in my project and I would like to know if there is a way to solve it. I have made a city based on Google Earth, and for the road I have made a bake of the textures that I take as a reference but I have to improve, but I wanted to be able to have each area separately to be able to give heterogeneity to the road, as is reality . But I see that when following the tutorial "SHADER Photo Quality Road Surface" each segment has a different lighting although the size of the detail textures are practically the same. Before this I tried to make the road continuous with a single texture and since it is a single element there are obviously no changes in brightness. My question is if there is any way to fix option A or the only way to do it according to this tutorial is mode B. I don't quite understand the phrase: "not flipped on the y axis" about the UV maping Thank you very much!
The issue is with the normal map in that multilayer shader, since you have it baked from the google reference, the UV makes is so that the light shines on that section differently. I would use a different shader.
I have tried to put a flat normal map of a single blue color and the problem remains the same, I think it is not because of the normal map