Exhaust pipe asset created for an Assetto Corsa mod. A while ago I created/modeled the mesh for a single large exhaust tip. This morning I positioned it on the car, aligned and mirrored it. Then i went into photoshop to create the basic texture file i was gonna use. For the longest time my biggest weakness in 3D was (and still is) texturing assets, whether its UV mapping or just creating textures from scratch. While helping on a mod pack for assetto corsa, I’ve been forced to go from dipping my toe in the texturing pond, to diving straight in the deepend. Ive learned so much in the past 2 months on UV mapping and texturing, but i still have so much more to go. If i had to score my level of understanding out of 10, id say im at a 3 or 4 out of 10. For the texture in photo shop, i started with a blank 2000x2000 canvas, filled the background with a medium gray, added the black square for the inner exhaust fill, then added the blue-purple gradient for the heated/flame treated tip look. Then i exported it as a 500x500px png to be used in game. I probably could get away with even smaller (300x300 maybe), but the png is only 26kb at this point. The UV mapping is sloppy, but gets the job done. Still trying to work on how to efficiently and cleanly map uvs (this was unwraped to by “follow active quads” then aligned and scaled to properly accent the blue gradient on the tip.) Ive also included a cycles render viewport screen grab of what it would ideally look like in game. (I just create and align the assets, while my friend actually installs them on the car to be used in game, so untill they get put onto the car, i wont have any in game shots.)