QUESTION Shading Basics (from Blender to KS)

Discussion in 'Car Models | Physics' started by GASCORE99, Jan 20, 2023.

  1. GASCORE99

    GASCORE99 New Member

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    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!
     
  2. fughettaboutit

    fughettaboutit aka leBluem

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    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
    upload_2023-1-21_12-1-33.png

    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
     
    GASCORE99 likes this.
  3. fughettaboutit

    fughettaboutit aka leBluem

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    have a look at
    ...assettocorsa\sdk\dev\car_pipeline_2.0rev\AC_Pipeline_PUB_Rev2.0.pdf
     
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