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Thread: Texture map

  1. #1

    Texture map

    I've been working on generating easily editable whole model texture maps as opposed to individual decals. Although the setup is tedious, I now have a car fully mapped. When I make a change to the map in Photoshop, with two clicks (save and sync) it is updated and ready to render the changes. Here are the results.

    3-B.jpg
    3-C.jpg
    3-D.jpg

  2. #2
    Senior Member Aselert's Avatar
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    Very nice guy!

    How have you done the wind lines?

  3. #3
    Those were originally points output from a fluid dynamics program from the team aerodynamicist. I created a spline and then railed a tube along it. Adding emitters to the geometry can add a really cool effect, like neon tubes.

  4. #4
    Administrator david.randle's Avatar
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    cdempster - nice work! that must be nice just swapping logos, saving and having the change show up on the model.

    You know you can select a paint type material for the decals and then they will be shiny like the body paint or like a vinyl sticker.

    also, depending on what GPU you have, you can load up to 16k textures now to make them really crisp. K6000 supports 16k textures, Geforce cards tend to cap at 4k due to their limited memory.
    David Randle / General Manager / Bunkspeed

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    Member okokoo's Avatar
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    Quote Originally Posted by david.randle View Post
    You know you can select a paint type material for the decals and then they will be shiny like the body paint or like a vinyl sticker.
    This I did not know. Thanks

  6. #6
    Junior Member Rand's Avatar
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    Wow, seriously. How?

  7. #7
    Administrator david.randle's Avatar
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    Just create a new White Paint material, then drag that material onto the decal :-)
    David Randle / General Manager / Bunkspeed

  8. #8
    Junior Member Rand's Avatar
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    Cool thanks

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