almost 4 years ago - Ubi-Alinoa - Direct link
[08/06/2020 UPDATE]

Hello everyone,

This thread is the place for those of you that are into advanced car texturing.

Below is the download link for some useful ressources package. It contains UV maps for each set of texture, as well as the 3D model of the car and some baked maps in bonus.

RESSOURCES DOWNLOAD LINK



List of maps with their compression format (make sure to use D3D9 presets and not DX10+) :

SKIN

  • Skin_B --------------------- .dds BC1 --------------------- Basecolor / RGB
  • Skin_R --------------------- .dds BC5 --------------------- Roughness Metalness / RGB
  • Skin_CoatR --------------- .dds BC4 --------------------- Varnish layer / Grayscale
  • Skin_DirtMask ----------- .dds BC4 ---------------------- Dirt mask / Grayscale

Skin_CoatR map handles the clearcoat, glitter paint effect. If the texture is not in the zip, CoatR evolves according to roughness and metalness values

DETAILS

  • Details_B ------------------ .dds BC1 --------------------- Basecolor / RGB
  • Details_R ------------------ .dds BC5 --------------------- Roughness Metalness / RGB
  • Details_I ------------------- .dds BC3 --------------------- Self-illumination / RGB + Alpha channel
  • Details_N ------------------ .dds BC5 --------------------- Normal / RGB
  • Details_DirtMask -------- .dds BC4 --------------------- Dirt mask / Grayscale


WHEELS

  • Wheels_B ------------------ .dds BC1 -------------------- Basecolor / RGB
  • Wheels_R ------------------ .dds BC5 -------------------- Roughness Metalness / RGB
  • Wheels_N ------------------ .dds BC5 -------------------- Normal / RGB
  • Wheels_DirtMask -------- .dds BC4 -------------------- Dirt mask / Grayscale


GLASS

  • Glass_D -------------------- .dds BC1 -------------------- Basecolor / RGB
  • Glass_I --------------------- .dds BC5 -------------------- Self-illumination / RGB + Alpha channel

Glass_D : tint is for the glass color, and luminosity sets the opacity

The normal map type is OpenGL (Y+)
_R maps (ex: Skin_R) are using the red channel as Roughness and green channel as Metalness
_I maps (ex: Details_I) use specific greyscale values in the alpha channel to define a role for the RGB channels

Thanks to xrayjay for the table

Also note that the shader now handles AO map ("prelight") blending, that means you don't have to apply it (bake it) to the textures anymore.
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To import the skin in-game

Zip the textures together along with an Icon.tga file, and place the .zip in C:\Users\Username\Documents\Trackmania\Skins\Model s\CarSport
Then open the game, open your club, go to the Skins page, press the Upload a skin button and browse for the .zip. Back to the skin menu, display the one you want using the arrows, and check the heart on the right (must looks filled). Then go back to the main menu to open your profile by clicking on your ID on the top left, and select the skin. Voilà !

What you can't do

  • import your own 3D model (for now)
  • use normal maps on Skin
  • modify the gameplay displays on the car (player position / ID ; turbo color ; digits color : rear lights and glass gears)
  • disturb space-time continuum


And that's it for customization. We wish you a happy painting! See you online with your best outfits
over 3 years ago - Ubi-Alinoa - Direct link
Hi,

We updated the documentation.
Many thanks Wazooooo and Xrayjay for the table!

Cheers