![]() This is my first attempt at painting car livery, so I stick to the basics using artwork I’ve previously created and sponsor logos found within the title. If you have never worked with masks before, it may be helpful to review a quick tutorial. The guide describes shortcuts specific to Photoshop, but new Gimp users should have no trouble finding the equivalent processes from the Gimp guide or many online tutorials. See the guide: “ How to paint a car with the new material system” located on. keep original decals on individual hidden layers for editing then copy-merge into a single layer for easy access and mask creation.duplicate region and hide layer to experiment.sort region layers with decals on top and main body paint on bottom.look over the default images for the original car and compare to 3D car in game to learn the parts.how select areas and create a layer mask.understanding layers: create, sort, hide/show.a paint editor with support for layers such as Photoshop or Gimp 2.Currently access the paint editor using a web browser, and my assumption is the new interface will include the editor. Also, the developers continue to work on their new interface for rFactor 2 based on HTML. Future updates will add materials to the car interiors and tracks. ![]() As of today only the official DLC GT3 and GTE cars exteriors are supported. The editor provides immediate feedback within the game for changing body color and materials. Basically, create two image files: one for the regular skin and another for the region map. Cars come with templates to help create colored region masks to designate materials using the car paint editor. Studio 397 recently added a guide on painting a car for rFactor 2 using their new material system as announced on their “ Roadmap Update January 2019” post. ![]()
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