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Materials

The main work on materials takes place in Mod Editor (see the Material Setup article). The main task during the modeling stage is to separate different surfaces of the model according to the materials that will later be applied to them: metal, plastic, etc. Assign different materials to create material slots — they are used to assign specific material_instances in Mod Editor.

At this point you only need to:

  1. Define the material names.
  2. Assign them to the relevant parts of the model.

Note

Add the textures (.tga files) separately in Mod Editor.

Info

Proper UV unwrapping is required for correct texturing. To learn more about unwrapping, see the official Blender documentation.

Naming

Material names must follow the common naming scheme:

  • Use only Latin characters and digits.
  • The only special character allowed is the underscore: _.
  • Do not use spaces in names.
  • Do not use dots in names.

Postfixes

Use standard types and postfixes for materials.

Note

Before exporting, disable any textures applied to the materials. Make sure that simple materials are used.

Postfix Description
vehicle_body_mat Truck's main body
hp_vehicle_cabin_mat The high-poly interior of the cabin
lp_vehicle_cabin_mat The low-poly interior of the cabin
hp_vehicle_glass_inner_mat High-poly interior windows
lp_vehicle_glass_outer_mat Low-poly exterior windows
vehicle_rain_wipers_mat or vehicle_rain_raindrops_mat raindrops on windows and wiper trails
hp_vehicle_interior_glass_mat Dashboard glass
hp_cab_interior_gauges_mod Dashboard emissive material
vehicle_lights_mat Headlights
marker_lights_mat Marker lights
stop_lights Brake lights
vehicle_mirror_hp_mat Mirrors with complex reflections from the first-person view
vehicle_mirror_hp_cubemap_mat Mirrors with simple reflections from the third-person view
vehicle_mirror_lp_mat Mirrors from the third-person view
vehicle_tire_material_mat Tires
cutoff_volume_surface_mat Geometry that cuts off water and grass inside the cabin
decal_mat Decals
sfx_mat Invisible geometry for SFX
cdt_mat Collision geometry

All materials must be simple, uniform, and with default parameters (for more details, see the Principled BRDF documentation). You can color materials for easier modeling; this also helps assign material instances in Mod Editor later.

Material setup examples

The truck requires at least one material for both the body and the chassis (in our sample it is body_mat).

Wheels require separate materials for the rim (tuz_119lynx_rim_mod) and the tire (tuz_119lynx_tire_mod).