NCS22 Chrome Layers

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Lastlap

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ewOrG09.png
 
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Ceej

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Nice start. I've done my own chrome layers before and they're a pain that's worth it if you pull it off. I wonder how or if these could be generated in a 3D modeler.
 

psugorilla

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I haven't tried on the 22 mod yet but I was attempting to do a full on chrome effect on the Cup19 using the Eye Candy plugin in Photoshop. I got some mixed results and when I was having trouble getting the layers to blend right I put it on the backburner.
 
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psugorilla

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Here's where I was at with mine. I have some new materials to mess with so I might give this another go.
chrome1.jpg
 
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psugorilla

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Got a respectable looking texture/material going here. Now just to figure out how to unwrap it in Blender and get it to copy over to photoshop for further editing. I'm not a fan of Blender personally. I find it difficult and very unintuitive. But I'm trying to learn as I go. If I can "bake" the lighting and reflections then I think I can build off of this.
chromewip.jpg
 
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psugorilla

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wondering if there is a way to just layer the textures. By that I mean I want to have 2 car body layers in Blender and then just set 1 to the Chrome effect and then set the other to use the photoshop paint template with which I put all the logos on but then turn off the background layer and save as a png or something like that to maintain transparency thus allowing the chrome under layer to show through.
 

James Hodge

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tiberiusjim
wondering if there is a way to just layer the textures. By that I mean I want to have 2 car body layers in Blender and then just set 1 to the Chrome effect and then set the other to use the photoshop paint template with which I put all the logos on but then turn off the background layer and save as a png or something like that to maintain transparency thus allowing the chrome under layer to show through.
You can do this by using the regular texture for your base color, then making a spec map of what you want to be reflective and applying that to various other elements of the material like Metallic, Specular and Roughness. The spec maps work a lot like the shiny.mip in NR2003 with white areas being 100% reflective and black being 0% reflective (or vice versa depending on your material setup, you may need to play around with it.)
 

psugorilla

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You can do this by using the regular texture for your base color, then making a spec map of what you want to be reflective and applying that to various other elements of the material like Metallic, Specular and Roughness. The spec maps work a lot like the shiny.mip in NR2003 with white areas being 100% reflective and black being 0% reflective (or vice versa depending on your material setup, you may need to play around with it.)
Please excuse me for being a complete noob on this but wouldn't creating a specular map that achieves the chrome effect then require that all of the surface decals and logos be made black on that map so that they themselves were not shiny or chromed and then allowed to show through?
What I am hoping to acheive is to be capable of having a single car body layer that has all the chrome material applied and then be able to add a second body layer that applies the decals and shading effects from the templates while maintaining a transparency on the background so that the chrome body shows through the transparency from the decal body.
With the ultimate end goal being that I would like to find a way to "bake" if you will, the chrome reflections from the render material as it shows in the material preview or render preview and then somehow un-wrap them to match the uv-map of the model and then be able to import into photoshop a seamless chrome looking effect that then could be edited to alter color chrome and such much like we had with the original cars but in a bit more realistic appearance. Obviously the game itself couldn't produce a dynamic chrome shader so that reflectiveness wouldn't alter by camera angle UNLESS we were to set it up using the Chromeillusioner program but that's a whole other challenge in itself.
 

James Hodge

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Correct, anything on the paint scheme you want to be non-reflective would need to be black and anything you do want to be would be white. Not sure how it works to "bake" textures, though. That's above my skill set haha.
 

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