Tuesday, July 23, 2019

Updating the car body

 

Updating the car body

 
My first try at updating a car body to PBR/FBX did not work and I have had to re-think how to do it.
What went wrong was the number of pixels I had to work with. In the old textures if you had overlapping UVmaps it was ok, it is not good for PBR most of the time, it works ok for like the inside of a car body that has windows but is only one color (black).
 
 
Trainz textures must be a power of two, that's: 2,4,8,16,32,64,128,256,512,1024,2048.
 
4096 will not give an error in TRS19 but will not be used, it gets re-sized down to 2048.
 
Now take a 80 passenger car and you come up with one pixel is 2"x2" on a 2048x2048. Add to this a lot of detail and you run out of pixels, this is what I ran into, to fit all the UVmaps on one 2048x2048 for PBR the overall size would be about 40% smaller. So my fix is going to be use two 2048x2048 giving me about a 5% smaller, I can live with that.
 
 
So here is the car texture that was used with the UVmap shown on top.
 

What dose not work is the "X" like things on the roof and a lot of things on the black under body, makes the Bake of AO look bad as well as the PBR.

How to fix: I made the car body one mesh and did a new Smart UV project form it to see how much area it would take then quit Blender with out saving. Repeated the above but with just the car body top like an HO model and did this until I got a size that look good and save the UVmap.

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