 wilber.7z
 wilber.7z

jymis {l Wrote}:
- can we change the coordinates of the item's spawn on the kart ?
- that seems that my nitro emitter's position change, i haven't check how yet, but maybe you can tell me?
jymis {l Wrote}:
- does STK take care of normalMap today ?
jymis {l Wrote}:
- does the gloss map equals to metallic ?
jymis {l Wrote}:
- how do you link AO/gloss if STK can't handle more than one applied UV map ?

STK Wiki {l Wrote}:
- Red channel: is the specular map. It means how shiny a surface is
- Green channel: is the gloss map. It means how the shininess behave. For instance a wet surface will have a high gloss coefficient, while rubber or latex might be a bit more hazy.
- Blue channel: is the emission map. It means how much the material will emit light. If the light intensity is strong enough it will start to bloom (glow). Important notice: This is only localized and will affect only THE TEXTURE. Not the surrounding area. It's not an equivalent of point light. Usually it's used to force bloom in some particular cases like neons, light bulbs, lanterns, etc.

 It is good practise to name the gloss and normal map files sensible according your texture filename. Let's say filname.png is your texture -> I would go with filename_gloss.png for your gloss map and filename_normal.png for your normal map.
 It is good practise to name the gloss and normal map files sensible according your texture filename. Let's say filname.png is your texture -> I would go with filename_gloss.png for your gloss map and filename_normal.png for your normal map. . The only way to test your created gloss maps is to test them ingame. Meaning: you have to start STK, view your car on a track, close STK, edit map, save map, start STK, ..... over and over again. There is no preview option for now. Also, the look of gloss map really depends on the lighting conditions of the environment, so consider testing them on different tracks.
 . The only way to test your created gloss maps is to test them ingame. Meaning: you have to start STK, view your car on a track, close STK, edit map, save map, start STK, ..... over and over again. There is no preview option for now. Also, the look of gloss map really depends on the lighting conditions of the environment, so consider testing them on different tracks.







No matter the change i did, eyes are always like light beacons, Wilber fur is metallic.






Arthur {l Wrote}:Just in case, check to see if you have texture compression on in the graphical options, and turn it off if you do. You might see an older compressed version of your texture (should not happen, but just to eliminate possibilities).


0zone0ne {l Wrote}:@woopa loompa
I think it's a paint tube...


 (I'm hesitating for Xue's one)
 (I'm hesitating for Xue's one)



Auria {l Wrote}:Hi, one suggestion I might have is to think of ways to maybe make the back of the kart visually more interesting? there is a lot of great stuff about the kart, but the back of the kart (the part we see the most while driving) is mostly a white cylinder. I don't know how exactly to be honest, but if there was a way to make that part more interesting I think the kart would benefit a lot!
 . I'm not mocking, but some people may think that the orange tube is a carrot with wheels and a spare tire covered by a white mantle. Then, make it clear that the object is a paint tube with a cap.  IMO, there are two ways to make it more interesting to see: 1. Put a coloured cap that really looks like a paint tube cap; or, 2. Remove the cap and let the threaded exit free to expel a colored jet like a ink in gaseous state. I have a picture quickly and poorly made to show what I mean:
. I'm not mocking, but some people may think that the orange tube is a carrot with wheels and a spare tire covered by a white mantle. Then, make it clear that the object is a paint tube with a cap.  IMO, there are two ways to make it more interesting to see: 1. Put a coloured cap that really looks like a paint tube cap; or, 2. Remove the cap and let the threaded exit free to expel a colored jet like a ink in gaseous state. I have a picture quickly and poorly made to show what I mean:
 playable_wilber.7z
 playable_wilber.7z wilber.blend
 wilber.blend


Auria {l Wrote}:The polygon count in the kart tutorial is probably a bit outdated and should be updated, this was written a few years ago and we have upped our minimal requirements since then.



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