Paint the car ( Texture Shading, Car body lines and Screws, Logos, Cockpit, Helmet, Pitcrew )

First of all you need the template, we have made this in the final step at the mapping section. (you can read a full description on the tutorial Quick Guide to find out mapping gp4 by Max Downforce.)
Now paint these textures, add logos, add a texture shading... and finaly add an alpha layer (an alpha layer in gp4 means how is the reflection of the light: withe -> all light is reflected and black -> no light is reflected). The best way to make an alpha layer is make all the alpha layer gray and then add some black in the zones that shouldn't reflect the light.

First of all I have painted the background of the car of color blue:



background of the car of color blue

The next step is add some texture shading (dark shading and highlights), car body lines and screws.
Texture shading, car body lines and screws make the car more realistic and the look of the car improves a lot with these little modifications at the texutre of the car.

  • Logos (Top of this page)

    In this section is explained how to add somo logos to our car.
    To start we have to get some logos that we can found serching en google ( www.google.com ) or in a web page, where we can get lot of logos of all brands of the world: www.brandsoftheworld.com .

    Now, we have to paste the logos over the template, but we must do it in a separate layer, is to say, in a different layer from the layer of the background color.

    Another piece of advice is add some shading around the logos to make the logos alive and get and impactant and realistic look to our car.

    The next images show the textures of my movistar f1 car, in these images you can see all the things saids previusly (they are self explanatory):



    TGA_1



    TGA_1



    TGA_1



    And you can see the result in the next images:

    Car in game



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  • Paint the cockpit (Top of this page)

    We need to paint the cockpit of our car in order to see the correct colours on the on-board camera in gp4.
    It's easy to paint the cockpit if you get a template first of all. For example I will paint the Original Cockpit Template by Nico from gpxcarpainting. You can read the readme file of this template that explains how to use it.
    First of all I have to tell you that the cockpit has one texture only (tex file): cp_myteam.tex .
    So we only need to modify this file.


    cockpit template
    cockpit template

    cockpit template
    movistar cockpit
    After paint the template we can see it in 3D view of ZModeler:

    cockpit template
    movistar cockpit, 3D view

    To finish our work, add and alpha layer, invert the textures and save the textures in tga format(32 bits and RLE encoded (RLE encoded is optional, but is better because the tga have less size)): cp_myteam.tga
    Make a back-up of your cars.wad
    Create the tex files with TexResizer (cp_myteam.tex)and update your cars.wad with WadUpdater (Open Wadupdater, select the cp_myteam.tex and the cars.wad. Then click on UpdateWad and automatically the cp_myteam.tex will be updated in your cars.wad.

    With TeamEditor you can change the name of the slot and this affects to the name of the carshape (car_myteam_car1_lod0.gp4 ...) and for the cockpit name (cp_myteam.tex). So you have to use the name of the slot name of your team (it's to say the same name as your carshape).


    cockpit in game
    movistar cockpit in game


    Paint the helmet (Top of this page)

    You can also paint the helmet of the driver of your car, you can edit the tex files in your cars.wad. They are:

    Team 1 driver1_1.tex, driver1_2.tex for driver 1.
    driver2_1.tex, driver2_2.tex for driver 2.
    Team 2 driver3_1.tex, driver3_2.tex for driver 3.
    driver4_1.tex, driver4_2.tex for driver 4.
    Team 3 driver5_1.tex, driver5_2.tex for driver 5.
    driver6_1.tex, driver6_2.tex for driver 6.
    Team 4 driver7_1.tex, driver7_2.tex for driver 7.
    driver8_1.tex, driver8_2.tex for driver 8.
    Team 5 driver9_1.tex, driver9_2.tex for driver 9.
    driver10_1.tex, driver10_2.tex for driver 10.
    Team 6 driver11_1.tex, driver11_2.tex for driver 11.
    driver12_1.tex, driver12_2.tex for driver 12.
    Team 7 driver14_1.tex, driver14_2.tex for driver 14.
    driver15_1.tex, driver15_2.tex for driver 15.
    Team 8 driver16_1.tex, driver16_2.tex for driver 16.
    driver17_1.tex, driver17_2.tex for driver 17.
    Team 9 driver18_1.tex, driver18_2.tex for driver 18.
    driver19_1.tex, driver19_2.tex for driver 19.
    Team 10 driver20_1.tex, driver20_2.tex for driver 20.
    driver21_1.tex, driver21_2.tex for driver 21.
    Team 11 driver22_1.tex, driver22_2.tex for driver 22.
    driver23_1.tex, driver23_2.tex for driver 23.

    But you have to modify the files in the folder: GP4/cars, these tex files are:

    (don't ask me why these tex files are here, but if you don't replace it in this folder, you will see an incorrect textures in the game.)

    Let`s see an example of a helmet, the shape of the helmet is:


    shape of the helmet

    Like in the car, we now are going to paint the helmet using the template.
    It's easiest to paint the helmet as the car. You can see it in the next tga files for the helmet (driverX_1.tex, driverX_2.tex):


    driverX_1.tex
    driverX_1.tex

    driverX_2.tex
    driverX_2.tex

    Finally we can see the result of our work on the 3D view of ZModeler. The next image shows my helmet for the movistar F1 car:


    driverX_2.tex
    Helmet for the movistar F1 car

    To finish our work, add and alpha layer and save the textures in tga format(32 bits and RLE encoded (RLE encoded is optional, but is better because the tga have less size)): driverX_1.tga and driverX_2.tga.
    Note that you have not to invert the textures. Moreover I have to tell you that invert the textures depends on the template and the .z3d file to see the helmet in ZModeler. In some templates and .z3d files you don't need to flip vetically the textures but in others not. So, don't worry about this, if the texutre is incorrect in gp4 (flip vertically), just flip vertically the textures and you will solve your problem.
    Make a back-up of your cars.wad
    Create the tex files with TexResizer (driverX_1.tex and driverX_2.tex)and update your cars.wad with WadUpdater (Open Wadupdater, select the driverX_1.tex and the cars.wad. Then click on UpdateWad and automatically the driverX_1.tex will be updated in your cars.wad. Do the same for the driverX_2.tex).


    Helmet in game
    Helmet in game

    Helmet in game
    Helmet in game

    Helmet in game
    Helmet in game

    Paint the pitcrew (Top of this page)

    Finally we will paint the pitcrew.
    The textures for the pitcrew are located in the anim.wad. The tex files for the engineer are located in the folder \animationdata\qualifying\skins and the name of the tex files are engin_myteam.tex.
    The tex files for the pitcrew are located in the folder \animationdata\race\skins and the name of the tex files are pitcrew_myteam.tex.

    Now our work is modify these textures, but we will use the Pitcrews templates by MaxDownforce and ChaosF1 from gpxcarpainting.
    The textures that we have to modify are:


    pitcrew template
    Pitcrew template, file: pitcrew_myteam.tex

    engineer template
    Engineers template, file: engin_myteam.tex

    Finally painting the background of this template and adding some logos we have a good pitcrews and engineers for our F1 team:


    pitcrew template
    Pitcrew template, file: pitcrew_myteam.tex

    engineer template
    Engineers template, file: engin_myteam.tex

    To finish our work, add and alpha layer and save the textures in tga format(256pixels X 256pixels) (32 bits and RLE encoded (RLE encoded is optional, but is better because the tga have less size)): pitcrew.tga and engin.tga.
    Note that you have not to invert the textures. Make a back-up of your anim.wad
    Create the tex files with TexResizer (pitcrew.tex and engin.tex)and update your anim.wad with WadUpdater (Open Wadupdater, select the pitcrew_myteam.tex and the anim.wad. Then click on UpdateWad and automatically the pitcrew_myteam.tex will be updated in your anim.wad. Do the same for the engin_myteam.tex).

    Moreover, you have to use the original slot name for the pitcrew_myteam.tex and engin_myteam.tex, its to say if your team is in the slot 11 you have to use the prost name for myteam.
    I have tell you this because with TeamEditor you can change the name of the slot and this affects to the name of the carshape (car_myteam_car1_lod0.gp4 ...) and for the cockpit name (cp_myteam.tex). And the name of the helmets and the pitcrew aren't changed. So you must use the original team names for the pitcrews and engineers and original numbers for the helmets.

    The original slots names are:


    Pitcrew in game
    Pitcrew in game

    Pitcrew in game
    Pitcrew in game

    Pitcrew in game
    Pitcrew in game

    Engineer in game
    Engineers in game

    Engineer in game
    Engineers in game