Texturing Guidelines
General Guidelines
We use Substance Painter for texturing.
- Match colors, roughness, and glossiness from past projects to maintain consistency
- Must be textured using metallic roughness (also change specular quality to ultra, it really helps make it look more like the game)
Quick Facts
- High poly to low poly baking is only done for complicated mechanical objects. Otherwise, we use height map painting in Substance Painter to add most details, which is helpful for sub-frame details and indents.
- Customizable interior and exterior colors are supported.
- “Mesh stickers” are used for alpha-ed bolts, logos, and to increase text texture density.
Texture Naming
Naming Scheme
Format: vehiclename_materialname_maptype.typeofcompression.png
Texture Type Suffixes
Not found
type_suffixes.json
Substance Painter Pro Tips
Switch UV padding to UV space neighbor like how it is below, prevents a lot of weird lines from showing up.
Once you want to send your SP file to us, please use Save and reduce file size, it reduces the size significantly.
Texture Look
The general wear should represent a vehicle that has driven approximately 40,000 miles, in a dryish climate, and is owned by someone who takes good care of it.
- Surfaces should appear wiped down, but still have some grunge in cracks and broken-up reflections from water spots and leftover smudges.
- Street cars should have slight grunge and dust accumulation in corners and chassis.
- Off-road cars should have more pronounced wear and tear, with dirt and minor damage expected from off-road adventures.
- Supercars should be meticulously maintained, with a new, polished appearance, little to no dirt, and minimal damage.
Super Car
Offroad
Ambient Occlusion (AO)
- AO should only apply to non-detachable parts - we do not want the “AO burn” look.
Tell a Story
Texturing should reflect the day-to-day life of the vehicle and how people interact with it.
Consider:
- Tiny oil leaks: Slightly darker, dusty areas.
- Frequent contact points: Areas where people grab to get in & out should be slightly more polished.
- Road debris damage: Certain spots should have scratches from small rocks hitting the vehicle while driving.
- Loading & unloading objects: Truck beds and interior cargo areas may have scratches from heavy objects.
Object Texturing Specifics
Interior
- Must use “mesh stickers” for text to increase texture density
- There are a few interior color variations, so keep organization clear and efficient for easy color-swapping before exporting
- Always check references to ensure all emblems and text are present
- It’s easy to miss details like climate control labels or light switch text
Exterior
- Body panels should appear relatively clean
- Roll cages & vehicle accessories can have visible wear and minor damage
- Vehicle logos will be applied with 3D stickers
Wraps
Wraps are textured using the UV1 map (2nd UV map).
A wrap can be:
- A fixed, non-modifiable color (standard texture overlay onto the vehicle)
- A color-customizable wrap with up to 3 different modifiable colors:
- Each color channel (R, G, B) can be modified in-game
For more details on color customization, refer to the material documentation.
Mechanical Parts
- Should appear slightly greasy and dirty
- Oil seals might leak slightly, attracting dust
- The undercarriage should be dirtier, with potential grease, dirt, and rust, as it is rarely cleaned
- Check that:
- Scratches are not applied to rubber surfaces
- Grease and dirt are realistically placed
- Tell a story with texture placement
Rims and Tires
- Off-road tires should have dirt accumulation in tread crevices
- Street tires should appear mostly clean
- Use tire materials from an existing PBR tire material
- Tire names should be fictional
- Examples:
- Off-road rims: Slightly dirtier & more scratched
- Street rims: less dirt, less scratched