Surface Material
25.11.2025
How PMR's surface materials work: From texture types (Albedo, ARM, normals, glow, blur) and naming, to assigning shaders and UV maps in Blender, baking ambient occlusion with vertex colors, converting textures to .dds, setting up realistic glass and broadmaps, and creating custom liveries and ambient ground shadows so your car looks believable and game-ready.
Chapters
- 0:03 Necessary Texture Setup
- 5:20 Adding Materials
- 9:05 UV Map Channel Overview
- 11:26 Setting Up Shaders
- 17:05 Customize Broad Maps
- 21:59 Use of Vertex Colors for Ambient Occlusion
- 27:38 Converting Textures to .dds
- 28:19 Explaining Liveries
- 29:45 Ambient Ground Shadow