03-02-2019, 02:07 PM
Here's my comments:
- Mix in some bullet points or numbered lists where appropriate. Makes it easier to read and keep track if you are doing things step by step.
- Part 4 you say to flatten your image. I'm pretty sure you can export to DDS without doing any flattening, which saves you the step of disregarding changes when leaving GIMP. If that's not the case... well... invest in Photoshop.
- Part 7: you can make a livery as big or as small as you want, so long as it is a power of 2, I think. Some of mine are 128x, some are 64x.
- You have "size >10mb" but it should be "<10mb"
- You might also touch on the .json files that clue AC into what your skin is called and what your Driver and crew wear during the race somewhere.
- I assumed everyone uses Content Manager at this point. Are you not? Did you want to just keep it simple for the tutorial to use the default AC launcher? If you don't use CM you totally should. The CM Showroom will update LIVE as you save texture files into your skin folder, so you can literally keep the showroom window up on your desktop as you make changes. I found this impossible to live without when doing 2D only, as you are.
- More CM love: you can make your own templates using CM Showroom. It's just clicking on parts of the car, looking at the material/diffuse and exporting both the AO and the Wireframe. This is useful for cars that aren't by Kunos or that specifically don't have templates (a few of the Ferraris don't have templates... probably because of legal BS).
- When making your skin folder, instead of starting from scratch, just pick an existing skin folder containing a skin that looks similar to what you are going for and just copy/paste the folder then rename it to your name. This will clue you in as to what the file names need to be for everything that you might want to customize. Just export your DDSs and PNGs right on top of what is in your new skin folder. The Kunos templates seldom let you know what those file names are!
- Editing the livery.png and the skin file first will let you more easily find your skin in the Showroom too.
- For each of the PSDs you make, I like to name them based directly on the export file name they will be exported to. So in the case of your BMW's "skinbase.dds" name the PSD "skinbase.psd". This helps me remember where to export the DDS to.
- In your workspace, create a folder shortcut to the skin folder under the content/cars/[whateverCar] folder. This'll make exporting to the right place easier.
Tutorial on how to use Autodesk Mudbox and Adobe Photoshop to make custom liveries! https://tinyurl.com/yaetz4qz
Grab my PDash Skins (an Assetto Corsa HUD app) here: https://tinyurl.com/y95ewubz
Grab my PDash Skins (an Assetto Corsa HUD app) here: https://tinyurl.com/y95ewubz