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 60r3cut
 
 

    Joined: 14 Nov 2007
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PostPosted: Wed Mar 12, 00:21 Reply to topicReply with quote
Hello there,

I have a question about the structure of a Car-Skin.
I want to create my own Skin for the BMW M3 containing in RSRBR08. After opening the dds file external in the Car folder with PS CS2 I was a little bit confused. I would like to know how the mapping of a Car-Skin is managed. If you look onto the two images below you should know what I mean.

https://img407.imageshack.us/img407/7426/bmwexternalul0.th.jpg
https://img526.imageshack.us/img526/3769/st205externalhp8.th.jpg

I forgot to ask about the alpha channel. What do i have to know about it?

Thanks a lot
 

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 eddy3spain
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PostPosted: Thu Mar 13, 08:37 Reply to topicReply with quote
You can see there the different parts of the car.... just paint them or search the template (I don't know if there is a template).

The alpha channel works this way:

100% White - 100% reflections
0% White - 0% Reflections (used for parts that shouldn't be reflective, like plastics or bottom of the car)

Wink
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 Giorgio262
 
 

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 Joined: 10 Oct 2006
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PostPosted: Thu Mar 13, 17:34 Reply to topicReply with quote
...And, perhaps, the percentages in between should grant different levels of reflectiveness? Because I see sometimes there are skins and cars (in RBR) that have those damn B-pillars completely flat, and it looks so unreal, since even flat plastic finish parts do reflect a bit of light, in the real world. Feels like they behave like mini black holes absorbing all the light. That is clearly visible on my pc, in particular, since I use rather aggressive shaders settings, on both body and glass parts. On the other side, 0% reflectiveness should do just great for those little extra air intakes and outlets that may not be included in the 3d model. I'm thinking about cars like the Octavia in the recently released HRC 2007 mod. That skin in particular has a couple of additional sets of air outlets on the bonnet, but being they received no special alpha channel settings, they do look like they're black stickers.
Also Kazhol Focus family (which is not on the same level of Eddy's 2000 and 2001 models) have those flat B-pillars (and the little triangular bit behind the rear side windows as well), while the real car has a much more reflective finish there. And there's also the C4 by Kubrt. Well, and the list could be longer.


Another question Eddy: through alpha channel is it possible to select both transparency and reflectance levels for a given part of a texture?
 

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 60r3cut
 
 

    Joined: 14 Nov 2007
 Posts: 18
PostPosted: Fri Mar 14, 09:20 Reply to topicReply with quote
Thanks a lot for the information.
One thing I can't figure out... Is the alpha channel applied in PS or in 3dsmax? Thanks a lot,

Patrick
 

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 Jun-young Park
 
 

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 Joined: 28 Feb 2008
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PostPosted: Fri Mar 14, 13:34 Reply to topicReply with quote
Alpha channel exist in the side of layers menu tab.
You can see channels menu tab. Smile
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 eddy3spain
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PostPosted: Sun Mar 16, 13:15 Reply to topicReply with quote
Giorgio262 wrote:
Another question Eddy: through alpha channel is it possible to select both transparency and reflectance levels for a given part of a texture?


You can select only one function for the alpha. Or transparency or reflectiveness, but never both functions. For that you need another texture with just the alpha for the other function you want. All that can be set at the shaders.ini Wink
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 Jun-young Park
 
 

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PostPosted: Sun Mar 16, 13:37 Reply to topicReply with quote
If you want more tutorials, go to here. But you must do log-in.
https://www.simediting.com/ Wink
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