To have realistic racing configs for existing and future cars in BeamNG we need to add stripped interiors for most of unibody vehicles.
Because the workflow of creating stripped interiors are identical from car to car I developed guide and assets that should be used for future project.
In-game result:
Interior carpet mesh should be separated and new stripped interior mesh should be added to replace carpet in the game.
Meshes could be created based on interior carpet with combination of sheet metal panels and structural components where those should be.
I used WeightedNormal modifier to improve shading and Triangulate to avoid issues in Substance painter while placing stamps.
The TexTools addon allows you to create UV mesh from your stripped interior to quickly add thickness on borders on sheet metal panels where you need it and bake bevels with Bevel node.
So with basic normal map and meshes we ready to start working with Substance Painter project.
Source Files
\vehicle_artwork\vivace\source\Vivace stripped int.sppStamp textures in Substance painter assets folder:
Apart from standard PBR textures, there is also couple of addition maps to work correctly with BeamNG materials.
Colorpallet_alpha_mask - helps to control color strength around dirt and unpainted areas to eliminate artefacts
After setting up your project and baking textures use brush to paint height details on masks
Use Eraser with big smooth brush to fade details, but do not use brush with black color, because it affects dirt layer.
Find stamps in textures assets, add it to brush and stamp it on normal details layer
Use Angle attribute of the brush to control direction of the stamp
To show you how to add details information to dirt layer I added new dirt generator to the mask.
Inside the Dirt generator you will find Micro Details menu:
Micro Normals and Micro Hight to true and set anchor points in the menus belowBut because here we only able to add information from one normal map layer and one height details layer we need to duplicate dirt generator and add second Hight details Anchor point there. Use levels of Anchor point to set dirt to correct position.
Set the Lighten blend mode for top Dirt generator to blend them correctly.
That’s pretty much everything you need to know about this workflow to work on your project.
When you’ve completed the work, follow this export setup:
Color = User0Clearcoat = User1Colorpallet_alpha_mask = User2Was this article helpful?