NoGripRacing.com

Go Back   NoGripRacing Forums > Modding > Car Skinning / Models / Physics Help

Reply
 
Thread Tools
Old 7 May 12, 01:33   #1
sergioloro
 
Join Date: Nov 2009
Default how to create rim textures

hi all!
i want to build my own rim/wheel textures.
i saw the rim/wheel textures had a "movement" effect, here i post my base texture, i would like to create the effect on this but i dont know how to do it, and why wheel/tyres had 3 or 4 diferent textures, how i do define this in GMT file or material name. any info on this topics are really very welcome
thanks

sergio loro
Attached Images
File Type: gif TYRE11_01 copia.gif (44.4 KB, 22 views)
File Type: jpg rueda_chevitu.jpg (40.9 KB, 23 views)
sergioloro is offline   Reply With Quote
Old 7 May 12, 05:14   #2
TICTOC
Uploader
 
TICTOC's Avatar
 
Join Date: Jun 2008
Location: Melbourne, Australia
Age: 46
Default

Open up a wheel from an existing car in your game in 3DSimEd and have a look at the
material for the wheel centre, you'll see the !Event data at the bottom of the materials
page. This is the data for the wheel animation. The reason for the blurred textures is that
the wheels don't actually rotate 1 to 1 in game. There is the stationary texture, a slow
speed blur, and a high speed blur. To do your textures open them in your graphics program
and use radial blur on them, one to a degree of 15 and one to a degree of 30, also
check the alpha layer blurs if you are using wheels with transparencies.
TICTOC is offline   Reply With Quote
Old 7 May 12, 13:59   #3
Ralph_B
Supermoderator
 
Ralph_B's Avatar
 
Join Date: Jun 2003
Location: Germany, South-Bavaria
Age: 55
Default

Apart from TICTOC's hints I'd suggest to eliminate all static shadows, reflections and highlights, if you are using a photo like the ones above. The game creates it's own lighting-effects and it looks odd, when a static shadow rotates around the wheel.
Ralph_B is offline   Reply With Quote
Old 7 May 12, 14:40   #4
LeSunTzu
 
LeSunTzu's Avatar
 
Join Date: Sep 2008
Location: Paris http://lesuntzu.wordpress.com
Default

Rather: you keep non directional shadows and highlights. An ambient occlusion map is good for rims as long as the source of light is perpendicular to the rim plane. The left picture is more or less ok in that respect, but not the one on the right.
LeSunTzu is offline   Reply With Quote
Old 7 May 12, 19:13   #5
sergioloro
 
Join Date: Nov 2009
Default

thank you guys!! with all your tips now i can create my own tyres
sergioloro is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:38.


Powered by vBulletin® - Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.

www.nogripracing.com 2003 - 2014
Page generated in 0.07381 seconds with 12 queries