Latest resources

2021 Fictional/Concept Paint Schemes Pack #1 DAT Designs
A collection of my fictional/concept paint schemes designed for the 2021 NASCAR Cup Series season
5.00 star(s) 1 ratings
Downloads
44
Updated
2018 Formula 1 Carset BryceO84
2018 Formula Carset for the FORMULA 1 Mod by VSR.
0.00 star(s) 0 ratings
Downloads
18
Updated
66 - CrashClaimR.US Camry - CAL daniele
5.00 star(s) 1 ratings
Downloads
76
Updated
66 - Unsponsored Camry - VEG1 daniele
5.00 star(s) 1 ratings
Downloads
70
Updated
61 - Pit Boss Camry - PHO1 daniele
5.00 star(s) 1 ratings
Downloads
85
Updated

International Competitive Racing Mod Development Thread

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646
Your mod is amazing. You are very talented Mystical.

Thank you. Its not out yet though so hopefully once its released you will enjoy it.

Things have probably felt like the first 3 months were a fast dash to completion and Feb-Mar its been slow but its been a non-stop daily grind working on the details still. Its getting ever so close to finally wrapping that all up so I can get the last Dev post out which will mean the eventual full release of the mod (hopefully) a few weeks after.
 

ERS

Active Member
SRD Member
Messages
121
Reaction score
74
Thank you. I for one like the prospect of being able to have multiple manufacturers. But, during these trying times in this country, I totally appreciate your dedication and letting me/us have something else to let our mind relax to. Thanks again.

ERS
 

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646
Will the mod come with a carset?

The plan right now is yes. It depends if those who have been helping me test/do template testing want to volunteer for it. I don't want the mod to get delayed by a month+ becasue I'd have to end up painting an entire set by myself though. The carset will be a showcase for the mod, the mod is made for fictional series and customization so the true power will be when users begin painting their own stuff.
 

FillWarmer

Member
SRD Member
Messages
25
Reaction score
10
Mystical. I've just found this now and I must say this is truly amazing. Please keep up the good work. That cockpit looks beautiful!
 

nencs179

Member
SRD Member
Messages
20
Reaction score
1
Nice mod, what kind of damage model would you use? I just found out about this mod a few hours ago. Good luck with making a new mod!

P.S. I am excited to see the final mod!
 

Wheatenland

FSE Tracks
SRD Member
Messages
670
Reaction score
1,536
Wow... looking good.. thanks for all the hard work!!!
I can’t wait to run some laps with this one.
 

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646
Development post #14

The time has finally arrived for the final dev post of this mod creation saga. If you've been reading along all these months you will have probably figured out by now the mod for the most part looks completed and that would be correct. The main piece of the puzzle still missing, despite the mod in the game being completed, was the visual side of things: the manufacturer templates. A mod looks fine and all but without proper looking manufacturer templates that represent a certain car manufacturer with its representative parts, sponsor decals, and their little details the 'realism' of the stock car can be lost if you just have a plain grey 'test car' riding around.

In this final post you'll finally see how this complicated road in mod creation leads to probably the most familiar part of a mod: the paint/manufacturer template. This is the final version of a template the end-user would essentially see and use to import into NR2003 to apply their custom paints to the game. To get here though requires an immense amount of detail and use of layers to give the illusion of all those decals, parts, shading, highlights, and other miscellaneous pieces that create a stock car design. Similar to how I showed the process on an isolated part of the mod in the past (creating the tire texture) today I will be going over how I apply/create manufacturer decals and a few of the other elements to create a completed looking template. For this demonstration I will be revealing the first manufacturer included in this mod: The Chevrolet Monte Carlo SS. As this is a fictional mod it would only make sense to bring back some of my old favorite manufacturers and give them a modern look in the process.

Where we last left off there was an essentially a blank template:


Now its not completely 'blank' by true terms of course. If you've followed along in previous posts you will know that other details on the template were made such as bolts, the body shading/highlights, small details etc. Today though, we are essentially going to finalize this template and give it an identity. One feature this mod offers that others usually don't on launch are blank templates like this one. The user will either have the choice with this mod to start painting on manufacturers already created or start from scratch (as I am with this demonstration) to create whatever manufacturer they want.

To start in making a manufacturer there are two ways you can go about it: Gather all the pieces from high resolution photo/images on the web or create the parts from scratch. I usually do a hybrid of this. The main part I tend to use images are on the pieces like headlights while other pieces like the grill I personally find you can get better results from just making from scratch. Where you find these images can be from anywhere really, I find using a search engine and using certain keywords for different car makes can get good result for all sort of angles of the front and rear of a car. The most important thing in an image is the lighting is neutral, image is not at a weird angle, and the resolution is high enough it won't be low quality of a template. In some instances I have stitched two different images together (or more) together to create a whole part of a car or did a lot of manual painting/cleanup on an image to make it better quality as well. In the end the parts you use are only as good as the time you spend adjusting them.

For this I will be focusing on the grill of the Chevy going through essentially step by step how I make one from scratch. The first step I do is create a basic shape of what I want the grill to look like, here is an example of it laid out with some custom headlights in place as well:


Taking the vector shape I made I then will mask a texture inside it. The textures can be made from a scratch made pattern or metal mesh like texture depending on the design you are going for. For me I used a high resolution metal mesh texture. You can see from here how the grill is already starting to look more realistic now that the texture is in place of just a black shape:


After this I add an outline around the grill to give it more definition along with inner shading so it appears to be affected by the lighting and not just a flat surface:


At this point the grill is already looking very good and didn't take much time to create at all. Using a simple shape, masking in a texture, then applying some layer effects like outline and inner shadow you can relatively create from scratch a varying degree of grill parts for a car in a matter of minuets. This same thing can be applied to other parts such as the upper grill so we eventually have something looking like this on the front of the car now:


Now to many it probably looks good enough and we can call it a day. But for the quality of templates I am going for I want to take it a notch higher: shading around the parts themselves. With shading definition around the car parts themselves this can really up the realism and fool you into thinking the shape of the car nose is something very different than how it really looks. To achieve this effect you need two things: shading and highlights. Without both you would lose the effects of the design depending on how dark or bright your car's paint scheme is. If a car has a bright white background and only has highlights but no shading you wont be able to see the detail becasue the highlights are bright like the color of the car paint. On the flipside if you only do dark shading but no bright highlights around the parts then with a dark paint scheme you will see no details becasue the black shading matches the dark paint scheme. In the most basic terms highlights and shading are simply white and black colors on a layer (or separate layers) that have semi opacity so the layers under them still appear but now have the effect of highlights and shading a real object would. This is the 'secret' essentially of how some of your favorite templates for NR2003 look so good. Its becasue they achieve this trifecta of detail: parts + highlights + shading. How you combat this when making your own manufacturer templates is really up to you. Below I will show you my process that I found creates good results but also is quick and easy to achieve.

Before I make a mock shading and highlight piece I will demonstrate the effect I am trying to create with a simple circle on a neutral color in its background. At first I just have a black and white circle (the white circle is under the black one). The black circle represents the shading (this is the shadows and dark indented areas of a part). The white circle represents the highlights of a part (the area that have a bump or stick out to have light bounce on them):


At first you can see it just looks like two circle. But once I lower the opacity on both circles to 50% you see the background color begin to appear through and a side effects of this 'shading' and 'highlight; layer begin to appear more like an shape is pressed into the color:


Is still doesn't look right through as the top layers are still too opaque and the color under it doesn't appear much so I lower the black circle to 34% opacity and the white to 13%. Now this is all subjective of course but I found the magical number for most of my shading layers to be anywhere from 34% to 50% and the highlights from 13% to 20%. Depending on how 'intense' you want a design to appear you can lower or raise the opacity levels to create the desired result:


This looks slightly better but it still just appears like a few circles on a blue background really. The main problem is the circle shape is too hard, the edges need to be softened up more as real light curves on objects and wouldn't appear this hard. So I apply a blue to both oe the circles to get a result such as this now:


While not as bad as before it just looks like a blurred circle really. To really give it that depth I erase with a low opacity eraser brush the inside of the circle layers a bit. I also shrink the outside white circle a bit so the thickness isn't so large:


Now that is looking like detail on a surface and no longer just some circles. If I raise the shading circle opacity more I can create different 'levels' of shading depth. Here is an example of the varying degree you can achieve by just adjusting the opacity level, this is also why I keep my highlights and shading on different layers so I can always go back and adjust their levels if things don't look right:


Now that the highlights and shading is completed there is one final test, the dark and bright background effect. This is where the magic appears. Below you can see the shape and detail I made appears regardless of what the background color is changed to:



This same effect works when a more detailed texture is applied behind it as well:


So that is the basic concept broken down how one way shading on a car can be made. Now I am going to demonstrate on the top grill piece this put into practice. To begin a create a shading layer around the grill part:


Next I use a low opacity eraser to form a shape that give the illusion of this grill piece sticking out more:


After that I apply opacity levels and blur the layer a bit:


Once that is complete I duplicate my shading layer and change it to a white color and expand it a bit so it encompassed the shading layer region and this creates my highlight layer:


After that there is a completed grill piece essentially with highlights and shading:
 

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646
Now its time to apply this same concept to the rest of the car both front and rear, the end results with all the parts, shading, and highlights I came up with something like this:


In my renderer you can see the full effect of a completed Chevy Monte Carlo SS:






In game the results look just as convincing:





This is the first time the mod essentially feels like a completed one becasue at this point it technically was/is. The user could now essentially paint on the Chevy Monte Carlo SS template and achieve the same results they would with other mods now that a proper manufacturer template is available. After all these months this was the ultimate resolution to be reached and it finally has. There are of course many other small details that needed to be finalized or cleaned up that takes time but the milestone of getting the first manufacturer completed is there now. This now officially concludes my dev posts so what is next? For that I have 3 things left to say and if you have been reading all along you definitely won't regret it.

1) The current state of the mod is going into its final release candidate state. This means after the carset for the mod is completed all the final packaging of the mod, templates, and preview/render scenes will be worked on. While this isn't part of the dev posts, for anyone making a mod this is still a huge amount of work even if a mod is 'completed'. During this process the final phase of uploading it all to my website along with all the promotional work needed (such as info for the web pages and trailer(s)) is done. Once I have it all ready to go you will begin to see some form of a trailer or at a minimum a public release date for when the mod will be available.

2) My work here is done, the dev post saga on a mod being created is completed and I wont have any other info to add really. That does not mean this thread needs to die off though. If you have further questions about the mod creation process or my methods feel free to ask. The point of this thread was after-all to get people interested in making their own mods. I do hope after I release my mod to make a video tutorial series that will at least go over the core parts of mod making but for now these dev posts will serve in its place, I hope it was enjoyable to read through as insightful in the process. I will admit I am glad if/when I do make another mod again I won't have to document everything again, this was a huge task on its own typing this all out and getting all the screencaps to show the process as I go through it.

3) Congratulations in reaching the very end, as a reward for taking the time to read everything I'm happy to share some extra details about the mod. To start when I originally began I planned to have about 10-11 different manufacturers templates across the 4 different makes done. Instead you will see on launch not only the 4 blank templates available (to create your own manufacturers with ease) but also 16 different manufacturers, yes 16 that are completed already. The Monte Carlo SS I showed today was just a sample. This does not include the numerous manufacturers I plan to create post-launch that will provide even more options.

Along with manufacturers the templates will include a robust amount of customization options such as over 20+ tire brands to choose from, pre-made contingency decals sets, b-pillar sets, and much more. I cannot state enough how much you will really be able to make this mod into your own creation with all the paint options alone to make some very unique looking series.

Last but not least (and most important probably) I've not revealed all this mod has to offer. I've deliberately hidden some features this mod will include. I'm not talking about features already revealed too like the decklid flap, being able to paint your own tire decals, the side mirror in the cockpit option, or even the new digital dash design. I've successfully developed and happy to say created some new features that no other mod has had before it. I'm not going to say its revolutionary by any means of course but with all things I make I try and think out of the box. Just becasue something only worked one way in NR2003 doesn't mean I can't try and make it look or work a different way. Similar to how my UIE 2013 mod did something new with NR2003 this mod will bring about something you've never seen in the game before to give you a new and different racing experience than you've had in this game since it launched. What all these feature are ... well you'll just have to wait for the release trailer.
 

Smoke14

Active Member
SRD Member
Messages
159
Reaction score
253
This looks amazing! I just want to ask though, if I make my own templates, will I have to warp the front and rear end decals to line up with the templates because of the curvature?
 

Mystical

Always 110%
SRD Member
Messages
4,198
Reaction score
6,646
This looks amazing! I just want to ask though, if I make my own templates, will I have to warp the front and rear end decals to line up with the templates because of the curvature?

With all the manufacturer templates I've created so far I didn't have to do much if any warping. I'd say the farthest I had to do was with make3 which is the pointy longer nose work on the lower grill areas a bit and curve them slightly but even then if you properly angle your decals and parts right it will appear correct. For things like the text I slightly curved to match the UV paths of the wirerframe on the front and rear bumper but it was very easy to do by using the bend filter in gimp to achieve this. Pretty much all elements were made straight in affinity photo and I didn't have to use 3D Coat to apply the decals to make it work or anything so any 2D paint application should be fine. Since the UV's for these models are 100% proper scale and unfolded/relaxed with minimal deformation (thanks to 3D Coat's great UV unwrapping method) it means textures applied to the model have minimal warping or stretching issues.

To put into perspective of the 16 manufacturers I created I was completing one about every 1.5 days and in some cases getting one done in a day so I'd say it will be pretty easy for users to make their own manufacturers with little resistance as long as they have the technical skill to place the decals correct of course and add the extra details to make it look good.
 

FillWarmer

Member
SRD Member
Messages
25
Reaction score
10
Mystical. The work you’ve done here is absolutely incredible. Fantastic job. I can not wait to play with this.

also thank you for taking the time to document all this. Making a mod is hard enough, and with as much detail as you went into explaining things, I’m sure some of these posts took a long while to come up with. Thanks for all the hard work.
 

Zach3AD

Active Member
Messages
147
Reaction score
34
I'm drooling. Amazing work Mystical. You poured your heart and soul into this. 16 different manufacturers?? That's nuts. Thanks for all you've done in this community and whatever comes in the future.
 

gwoodard41

Senior Member
SRD Member
Messages
722
Reaction score
213
This is really awesome! Amazing work so far :D

With all the manufacturer templates I've created so far I didn't have to do much if any warping. I'd say the farthest I had to do was with make3 which is the pointy longer nose work on the lower grill areas a bit and curve them slightly but even then if you properly angle your decals and parts right it will appear correct. For things like the text I slightly curved to match the UV paths of the wirerframe on the front and rear bumper but it was very easy to do by using the bend filter in gimp to achieve this. Pretty much all elements were made straight in affinity photo and I didn't have to use 3D Coat to apply the decals to make it work or anything so any 2D paint application should be fine. Since the UV's for these models are 100% proper scale and unfolded/relaxed with minimal deformation (thanks to 3D Coat's great UV unwrapping method) it means textures applied to the model have minimal warping or stretching issues.

To put into perspective of the 16 manufacturers I created I was completing one about every 1.5 days and in some cases getting one done in a day so I'd say it will be pretty easy for users to make their own manufacturers with little resistance as long as they have the technical skill to place the decals correct of course and add the extra details to make it look good.

I already have a few ideas... ;)
 
Top