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Nerd plays train simulator 2014
Nerd plays train simulator 2014











  1. #Nerd plays train simulator 2014 skin#
  2. #Nerd plays train simulator 2014 full#

This will reduce content creation time, and perform better in game. unique high-vis clothing for workmen characters. There’s no need to create separate palettes for each character unless necessary - e.g.

  • Palette textures should be reused for different character models.
  • Number of rows in the palette x number of palette textures = number of possible variations of a single character model.
  • They can vary in height, but a height of 16 should be sufficient.
  • Palette textures should always be 256 pixels wide.
  • These are required for exporting the image in the format the game requires.

    #Nerd plays train simulator 2014 skin#

    Finally, create a completely opaque white layer at the bottom of both the Gradient Mapped Skin and Gradient Mapped Clothes groups.You may want to create sub-ranges for hair, eye and lip colour, but for this example, we’ll just use the entire range of luminosity for skin colour. Repeat the above for the Gradient Mapped Skin group.Texturing other characters in a similar way would allow these palettes to be reused so that the same character can differ by palettes, and different characters can differ by models.

    nerd plays train simulator 2014

  • These 3 gradient maps will now be our palettes for this character.
  • Adjust/add/remove the gradient stops in each subgradient as required to display the range of colour for different areas of clothing. Each subgradient is 25% of the total gradient.

    nerd plays train simulator 2014

    For the first gradient map we created, create a gradient that is split up into 4 subgradients through the use of gradient stops.Create a mask for the Gradient Mapped Clothes group that combines all masks of the child groups, so that the mask shows the portion of the texture that represents all clothing.Create 3 gradient map layers under the Gradient Mapped Clothes group, above the 4 clothes groups as follows. For this example, we will create 3 gradient maps. We now need to create a gradient map that will become a “palette”.The clothes are now uniquely identified by the range of their luminosity values. The darkest part of the Legs group is still lighter than the lightest parts of Torso 1.

    nerd plays train simulator 2014

  • Turning visibility on for the luminosity map layers should show the Legs part of the texture is the brightest.
  • instead of Torso 2 starting at 64 and ending at 127, it starts at 69 and ends at 122, giving padding of 5 at either end of the range.

    #Nerd plays train simulator 2014 full#

    These values are roughly 25% of the full range, with padding to compensate for texture compression artefacts. 0.63, 64.127, 128.191, 192.255.įor Torso 3, change the luminosity map’s gradient by clicking the black/white circle on the layer.Change to a greyscale gradient from 0 - 58 for each RGB value. The “ Luminosity Map” layers will be used to map the values 0 - 255 to a quarter of this range, i.e. Next, we want to adjust the luminosity for all 4 groups of the clothes group, so that each group has a unique range of luminosity.

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  • Repeat this for the other 3 groups in the “Gradient Mapped Clothes” group, so that 3 parts of the texture are for 3 different parts of the torso (e.g.
  • Delete the mask on this new layer, as we only care about the group’s mask as a whole. This layer should be above the legs greyscale layer and named “ Luminosity Map”.
  • Also in the Legs group, create a gradient map layer (From the menu bar, Layer -> New adjustment layer -> Gradient Map.).
  • Add a mask to the Legs group to isolate the part of the texture that will represent the trousers and shoes.
  • Under the Legs group, we’ll create a greyscale layer for luminosity values for trousers and shoes.
  • 4.1 Screen Space Decal Material Blueprint.
  • 1.3 Combining Terrain with Network Geometry.












  • Nerd plays train simulator 2014