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Full car coloring with skins
05-09-2010, 11:10 AM,
#16
 
I got it. We need a normalized lightness texture. Smile

Lab colorspace Lightness channel + normalize:
[Image: body00-LABryep.jpg]

@MirceaKitsune
Do you mind to update the color textures. Extract lightness channel. Normalize it. Store as lightness.png.
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05-09-2010, 11:26 AM,
#17
 
Looking at the normalized lightness texture right now. What we need is actually an ambient occlusion texture.

edit:
The rendering would go like:
1. Alpha blend color with skin.
2. Multiply by ambient occlusion.
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05-09-2010, 11:47 AM,
#18
 
Any volunteers to bake ambient occlusion textures for our cars?
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05-09-2010, 12:09 PM,
#19
 
@joe
How fit are you in fixed function OpenGL? Alpha + multiply blend should be possible without shaders too I think.
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05-09-2010, 01:13 PM,
#20
 
Here is a tutorial how to bake AO in Blender:
http://www.youtube.com/watch?v=L8YL2qKe1R8

Edit:
The AO map for the 360 took me like 5 minutes. Import body.joe+body00.png. Assign a material. AO with 10 samples.
[Image: aofx092.jpg]
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05-09-2010, 08:15 PM,
#21
 
Yeah. I just converted the current skins to a grayscale png and renamed them to color.png, then made a copy of it the body01 with the parts that musn't be colored. Hope it is ok and working now.
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05-10-2010, 05:36 PM,
#22
 
I checked in the color selection gui (rev 2708). It is non functional for the moment. Comments are welcomed.
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05-27-2010, 04:35 PM,
#23
 
I've got the skins ready (needed some fixes here and there).

Should I overwrite the current body textures with the new ones or give them another name, body-00.png instead of body00.png?

I would tend to overwrite the existing ones and point last release users to the previous vdrift-data revision and update cars.vdrift.net accordingly.
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05-27-2010, 11:11 PM,
#24
 
I agree.
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05-28-2010, 01:22 PM,
#25
 
The new skins are in trunk(r554).

There are still a number of cars using old skins, need some more work to get them ready for coloring: G4, M3, M3D, NS, TC, XM, Z06. Volunteers are welcomed.
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