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QUESTION Shading Basics (from Blender to KS)

GASCORE99

New Member
So, I'm trying to export one of my Blender car models to Assetto Corsa, and I get as many of us begginers the classic "all black car" issue, and I figured I got to bake some texture maps from Blender. I'm I right? What maps should I bake for each material? And what is the proper way of doing it in on blender? Does the shader properties in Blender matter or do I have to do a complete reshade in KSEditor?

My model is a Ferrari F360 Modena, and the materials I've defined are:

body_paint
brake_disk
carbon_fiber
emitter_brakelight
emitter_light
glass
glass_tailight
leather_black
leather_dots
leather_grey
mirror
plastic_black
plastic_grey
grilles
rim_paint
textures (logos, license plate, etc, all in one image)
tyre

I suppose after the texture baking the number of materials should be reduced (for example, the leather shaders wich I got 3 of them all pbr, sould be packed in one texture, also with plastic shaders???)

I apologize about being such a noob, but I found really hard to shade my model and it's impossible to export to kn5 because of missing texture errors!
 

fughettaboutit

aka leBluem
if you have saved stuff from Blender like this, ksEditor should also load textures correctly
Code:
carfolder/
    texture/
    car.fbx
    ...
if not you should still be able to at least browse for the texture, after you clicked on a material
upload_2023-1-21_12-1-33.png


ksEditor only knows material names from the fbx (and is looking for the diffuse texture in "texture/" folder, but thats it
any shader/texture/multilayer stuff is done there

anything related to that in Blender will not end up in ksEditor
 
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