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#1 |
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Join Date: Nov 2009
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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 |
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#2 |
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Uploader
Join Date: Jun 2008
Location: Melbourne, Australia
Age: 45
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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. |
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#3 |
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Supermoderator
Join Date: Jun 2003
Location: Germany, South-Bavaria
Age: 54
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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.
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#4 |
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Join Date: Sep 2008
Location: Paris
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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.
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#5 |
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Join Date: Nov 2009
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thank you guys!! with all your tips now i can create my own tyres
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