Getting started

The Materials tab:

All of the visible material like body paint, liveries, wheel materials, tire paterns, materials used in vehicle body, interior etc. are created in this tab. There is also a button to save the created materials and a button to load already created materials. On the left of this tab, there are properties of the material you are creating. On the right, there are five lists of materials named 'Paint colors', 'Liveries', 'Body materials', 'Tire materials' and 'Wheel materials'. To add a material to a list, set the properties of the material and press button of the respective list. To update the properies of a material, select the material, make the changes and then press the button of the respective list. To remove a material, select the material and press the button of the respective list. If the material is used anywhere in the vehicle then it can't be removed.

For paint colors, only choose a color for base color. All other properties are irrelevent for the Paint color material. Create a list of paint colors that you would like for your vehicle. This list, along with a default paint color (gray), will appear in the 'Body design' tab and will also be available as selectable colors in the game/simulator.

For liveries, only use an image you created for your desired livery. Click here to learn how to create image for the livery. All other properties are irrelevent for the Livery material. Create a list of Liveries that you would like for your vehicle. This list will appear in the 'Body design' tab and will also be available in the game/simulator.

All of the materials used in the body design such as door glass, window glass, mirrors plastic parts, chrome parts, grills interior trims etc. should be included in Body materials. You can select base color or load an image for color map of the material. You can also aply a normal map to the material. There are two types of shading supported here: classic shading and PBR shading. In classic shading, we have a 'specular' property (value or map). In PBR shading, we have a 'metallic' property instead of specular. Dynamic reflection is associated with PBR shading. A checkbox saying 'Dynamic reflections' switches the material between classic and PBR shading.

You can also select a color or image for 'Emissive 1' and 'Emissive 2' properties of the material for body materials. Materials with these properties will become emissive according to emissive color or emissive map when a certain glowfunction goes ON. These properties can be used to create materials for headlight, tailligts and turn signals etc. The purpose of the later property 'Emissive2' is to provide an additional function to material to become emissive. For example, tail lights turn on when headlights turn on and also when brake is applied. In this case set emissive 1 glowfunction as 'lowhighbeam' and emissive 2 glowfunction as 'brake' with a brighter color.

For tire materials, you can create materials for tire tread and sidewall texture. Here you can learn how to make material for tire. You can find some examples of tire materials in Downloads->Materials section of this website. Wheel materials include the materials that are used in wheels. Material used for brake callipers is also included in this list. You can change color of it according to your liking.