Speed Dreams Documentation Wiki
Adding realism to car skins using Blender Texture Baking
Step 1: Preparation
- Download the .ac source files of the car
- Extract the archive to a working folder
- Create a white 2048x2048 px image in GIMP/ Inkscape and save/ export it as "white.png" at the working folder

- Duplicate the .ac file as "NameOfCar-bake.ac"
- Open the "NameOfCar-bake.ac" file in a text editor and replace all references of the original texture with "white.png"

- Save the file in the working folder
Step 2: Blender model preparation
- Start Blender
- Delete any objects at the default scene, except the camera
- Import via "File > Import > AC3D (.ac)..." the "NameOfCar-bake.ac" file from the working folder

- After that you should see the white model of the car
- Now select all mesh parts (do not select the camera) and merge them into one mesh by pressing "Ctrl+J" at the "3D View"
- Press "Tab Key" again to leave the "Edit Mode"

- Back in "Object mode" make sure the car model is selected at the "3D View"
- At the "Buttons Window" press "F9" to enter "Editing"
- Activate the "Set Smooth" button at the tab "Links and Materials"
Step 3: Blender rendering settings
- At the "Buttons Window" press "F8" to get the "World Buttons"
- Click on the tab "Amb Occ" and activate "Ambient Occlusion" and set it up as illustrated below:

- After that press "F10" to setup the format and rendering settings:


- Now at tab "Bake" activate the button "Ambient Occlusion" and press the "BAKE" button
Step 4: The Render result
- The rendering may took a while
- The baking result is based on the UV texture channel and the texture size of the imported "NameOfCar-bake.ac" file
- It is rendered at the "UV Image Editor" and can be saved there as a PNG with alpha channel

- When the texture baking is finished you can open it in GIMP/ Inkscape:

- Put it on top as a new layer
- Set up the blending mode of the layer to "multiply"
- Setup the opacity in a range of 25% to 66%
- Now review the shading result and test the shaded car skin in-game
- You may have to erase or to blur some details of the baked shading or light it up
- The baked shading is based on the details of the model, so you may have to add some extra details and creases, too
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