So, I'm trying to export one of my Blender car models to Assetto Corsa, and I get as many of us begginers the classic "all black car" issue, and I figured I got to bake some texture maps from Blender. I'm I right? What maps should I bake for each material? And what is the proper way of doing it in on blender? Does the shader properties in Blender matter or do I have to do a complete reshade in KSEditor? My model is a Ferrari F360 Modena, and the materials I've defined are: body_paint brake_disk carbon_fiber emitter_brakelight emitter_light glass glass_tailight leather_black leather_dots leather_grey mirror plastic_black plastic_grey grilles rim_paint textures (logos, license plate, etc, all in one image) tyre I suppose after the texture baking the number of materials should be reduced (for example, the leather shaders wich I got 3 of them all pbr, sould be packed in one texture, also with plastic shaders???) I apologize about being such a noob, but I found really hard to shade my model and it's impossible to export to kn5 because of missing texture errors!
if you have saved stuff from Blender like this, ksEditor should also load textures correctly Code: carfolder/ texture/ car.fbx ... if not you should still be able to at least browse for the texture, after you clicked on a material ksEditor only knows material names from the fbx (and is looking for the diffuse texture in "texture/" folder, but thats it any shader/texture/multilayer stuff is done there anything related to that in Blender will not end up in ksEditor