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Author Topic: Skins & Screenshots Showroom  (Read 20036 times)

Offline Deadpedal

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Re: Skins & Screenshots Showroom
« Reply #15 on: February 08, 2017, 03:19:25 PM »
Some screenies of my Rovio Angry Birds Renault Clio Turbo @ Croft.

The 2013 Clio Turbo painting template is downloadable from the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=841294627 (just above the comments section). It consists of separate body, windows and rims PhotoShop templates.  Note that the Clio13_Windows.psd template is pluralized when the final .dds should be "...WINDOW" in the singular, e.g., for a skin named MyClioAlt.mas, pack MyClioAlt.dds (body), with MyClioAltWINDOW.dds (windows) and MyClioAltRIMS.dds (wheel rims) into the .mas archive file with MAS2.exe.

Offline Deadpedal

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Re: Skins & Screenshots Showroom
« Reply #16 on: June 19, 2017, 03:57:29 PM »
As you all well know rF2 is heading inexorably to DX11 and most everyone has committed to the current "Open Beta". There are some unfortunate consequences and one of them I've not yet mentioned is that all old skins will not look quite right since they were done on templates designed for DX9. Even as old mods are updated, their templates, may not be and applying an old custom DX9 skin to a DX11 car can defeat the DX11 enhancements.

If they are not and you want to use old skins you've created or collected, here's what to do:
1) Book mark this web page, Guidelines for Artists: https://www.studio-397.com/guidelines-for-artists/
 On this page you will find a section titled "How to quickly update car skins / color maps". This describes the inclusion of additional "adjustment layers" for "Hue & Saturation" and "Levels". How to do this in Photoshop may depend on the version you are using. The instructions on the page are to add a new FX layer however, PS CS2 & CS5 adds the Hue/Saturation and Levels layers via creating a new “Fill or Adjustment Layer” the black and white split-circle icon next to the “Create a New Group” icon, NOT the fx icon which is “Add a Layer Style”. Be sure to use (right-click) the correct feature icon for this instruction. I believe these fix layers need to be above all other layers other than the Wireframe, mask and probably any shading or AO layers. The new Radical SR3 paint template shows the use of these layers.

Of course the rest of this page page will be of interest to anyone building or modifying car and track mods for DX11 content.

Offline Deadpedal

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Re: Skins & Screenshots Showroom
« Reply #17 on: October 15, 2017, 08:30:54 PM »
The Skip Barber car we'll be using for Wed., 2017-10-18 is an ISI car that has yet to get S-397's DX11 enhancements. Neither the standard skins from the team.mas nor any skins you may have previously created are going to look their best without a bit of adjustment. The same goes for the helmet template, and BTW, the Skippy uses the old helmet not the revised 2014 version. Attached is the old Helmet template with the DX11 changes added so you can give your head some individuality if you're so inclined. See my previous post for how to add the Levels and Hue & Saturation layers to a car template/skin.

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