Before you start, you should have all of the software provided in the links below installed.
Doesn't matter where you install Blender or the FBX converter.
First thing you have to do is find the main KN5 for the car you wish to skin.
Once you have it, copy it to an empty folder with the KN5 converter in it.
Run the KN5 converter and wait for it to finish, then close it by pressing a key.
Once that finishes converting it you need to convert the FBX in that folder from ASCII to Binary.
We do this because Blender does not at the moment support ASCII FBX files, and that's the only thing that the converter spits out.
So, using the program you downloaded from Autodesk select the FBX and use the settings shown to convert it to a binary FBX.
To try and be slightly lazy I tried to have it overwrite the binary to where the ASCII was, but that does not work, it has to be somewhere else.
So after starting Blender the first thing you should do is delete everything else in the scene, they're not important and will just get in your way.
You don't have to start the screencast, I merely do that so you can see what I'm pressing.
Because I tried to have the Autodesk program overwrite the FBX and it failed Blender gives the error for not being able to read the ASCII FBX file.
Once you tell Blender to import the model it will take a few seconds, it will be unresponsive, but it is working on bringing the file in.
If you click repeatedly on Blender while it's loading there's a chance that Windows will think it has crashed and prompt you to shut it down.
Due to the settings we used for importing the scale is off, I'm using default import settings, you could mess with them to get it to import at a better size but it's not important.
What I do is select everything in the scene with A and then scale it up by 200.
Next what you're going to want to do is select every part of the car that you can paint and get rid of everything else to declutter the scene.
To make sure that I have selected all the parts I need I open up a car in the showroom to see what is painted.
Here I see that the defuser is a paintable object, so I add that back to what I've selected in Blender.
Then I duplicate these meshes to separate them from the parent empties (all the 3 way crosses) if I didn't do that deleting the empties would change where the meshes are.
I also move the meshes I just duplicated to layer 2 so that they're out of the way and I can more easily delete the rest of the stuff I no longer need.
Next thing I do is select all the meshes for what I'm going to be painting and merge them into one object.
When I do this the mesh shrinks by half and rotates around X by 90 degrees, don't ask me, ask Kunos.
The material that is usually assigned to the mesh doesn't show changes in the texture, so we create a new basic one that does.
When you see me naming something like AA this is so that it gets sorted to the top of a selection list, there are lots of textures and materials in this file, but we only need a few.
Next thing we need to do is create a new texture file of the desired size that we will be painting on.
I usually create a new window for the texture viewer and place it on my second screen so I can look at it and make sure there's nothing weird going on.
I would recommend creating an upscaled version of whatever final resolution you plan on using, this is because the method I show you here doesn't have any anti-aliasing properties.
When you take the file into Photoshop to make it a DDS and apply the AO over it just scale it down to whatever size you're using for the skin.
I use white as the background color so that the car geometry shows up better when painting.
We select the new texture in our material and we're almost ready to go.
We need to make every face in the model use our new material, so use tab to go to edit mode and select everything with A.
Go to the materials tab and assign them all to the new material.
Now we duplicate it and move it to layer one. Layer 1 is where we're going to be painting, the one in layer 2 is just for reference.
What I'm doing here is setting up a Boolean, this allows us to select different parts of our model by referencing it's mesh against any other mesh we create.
Now that we have a curve we want to paint onto the car we duplicate it to a different storage layer if we need to change it later.
Now we convert that curve into a mesh and extrude it into a solid shape we can use the boolean with.
Back to layer one with our view unobstructed we select the mesh we made in the boolean modifier.
We have used intersection to select only parts of the mesh where they both are, but we could also use difference to show only where this mesh is and the other is not.
Now we go to texture paint mode and get started.
This is how we're going to apply stencils to the car, assigning a texture, using the stencil setting, and the texture draw set to use #FFFFFF.
Set this to use an image texture, and select the image on your drive. I haven't figured out how to get the aspect correct on non-square textures when doing a stencil, but using transparency around it in a square texture works fine.
As you can see we now have the stencil as an semi-transparent overlay. We can move this by right clicking on it and scale with right click and shift.
Next we're going to make another mesh to use as reference for the stencil, because with text we can't mirror it on the other side as you will see.
I didn't change the view from wireframe so you can't see the new mesh right now, you'll have to change back to material or texture view to see it properly.
Without a texture selected the brush will go back to normal usage.
Back in the image viewer we save it as a PNG and from there we can bring it into Photoshop and apply it to a car.
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