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!
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!