{"id":37,"date":"2016-07-04T11:19:12","date_gmt":"2016-07-04T09:19:12","guid":{"rendered":"https:\/\/www.paydaythegame.com\/workshopmanual\/?page_id=37"},"modified":"2018-05-30T16:53:37","modified_gmt":"2018-05-30T14:53:37","slug":"base-gradient","status":"publish","type":"page","link":"https:\/\/www.paydaythegame.com\/workshopmanual\/weapons\/base-gradient\/","title":{"rendered":"Weapon Skins: Base Gradient"},"content":{"rendered":"<p>The Base Gradient map defines the color of each material on the weapon, and materials are already set on each weapon. Top to bottom controls the angle color change, so you can, for example, create a Chrome Effect. The top first 4 pixels on this gradient have special attributes that reads the following control; Red: Cubemap Intensity, Green: Gloss, Blue: not used, Alpha: Specular control.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/Basegradient_Instructions_001_white.png\" alt=\"\" \/><\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/Basegradient_Chrome_Gif.gif\" alt=\"\" \/><\/p>\n<h2 id=\"wearandtear\">Wear and Tear<\/h2>\n<p>From left to right within each material found in the Base Gradient, you\u2019ll see the different stages of wear and tear. So farthest to the left is \u201cmint condition\u201d and farthest to the right is \u201cbattleworn\u201d<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/Basegradient_wearandtear_001_white.png\" alt=\"\" \/><\/p>\n<p>&nbsp;<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/Pattern_gradient_Wear-and-tear_gif.gif\" alt=\"\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>The Wear and tear timeline allows you to make complex layering of Wear and tear. So you can, for example, make it look like there are different layers of paint underneath your top coating. (Below is an example of how the timeline works)<\/p>\n<p>&nbsp;<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/WearAndTear_gif2.gif\" alt=\"\" \/><\/p>\n<p>&nbsp;<\/p>\n<h2 id=\"top4pixels\">Top 4 Pixels<\/h2>\n<p>The top first 4 pixels controlled by; Red: Cubemap Intensity, Green: Gloss, Blue: not used, Alpha: Specular control. In the template file we have helped you by setting up controls. 0-255, with 0 being minimum value and 255 being maximum value.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/psd_4pixels_layers.png\" alt=\"\" \/><\/p>\n<h2 id=\"filerestrictions\">File Restrictions<\/h2>\n<p>The template file is set to the required size restrictions &#8211; 256x256px &#8211; this can not be changed. The file should be set to 72 ppi. Save the file in RGB mode as a TarGA file (*.tga) with no compression and with Alpha Channels enabled in 32 bits\/pixel resolution.<\/p>\n<h2 id=\"alphachannel\">Alpha Channel<\/h2>\n<p>The Base Gradient Alpha Channel controls the fade of the applied Pattern. 0-255, with 0 being completely transparent and 255 being fully shown.<br \/>\n<img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/www.paydaythegame.com\/workshopmanual\/wp-content\/themes\/pd2workshop\/img\/content\/Basegradient_Alphapattern_003.png\" alt=\"\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"The Base Gradient map defines the color of each material on the weapon, and materials are already set on each weapon. Top to bottom controls the angle color change, so you can, for example, create a Chrome Effect. The top first 4 pixels on this gradient have special attributes that reads the following control; Red:&#8230; <a class=\"view-article\" href=\"https:\/\/www.paydaythegame.com\/workshopmanual\/weapons\/base-gradient\/\">View Article<\/a>","protected":false},"author":1,"featured_media":0,"parent":6,"menu_order":15,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-37","page","type-page","status-publish","hentry"],"yoast_head":"<title>Weapon Skins: Base Gradient &#8226; PAYDAY 2 Workshop Manual \u2022 PAYDAY Official Site<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.paydaythegame.com\/workshopmanual\/weapons\/base-gradient\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Weapon Skins: Base Gradient &#8226; PAYDAY 2 Workshop Manual \u2022 PAYDAY Official Site\" \/>\n<meta property=\"og:description\" content=\"The Base Gradient map defines the color of each material on the weapon, and materials are already set on each weapon. 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