Creating a BRRES with RiiStudio

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This page is a part of the Custom Track Tutorial. Back to the main tutorial page.


This page describes how to create a custom track BRRES from scratch with RiiStudio.

Facepoint Comparison

This method will generate the smallest amount of facepoints for your model, in comparison to using CTools or BrawlBox. The image below uses Luigi Circuit as an example:

RiiStudio Facepoint Comparison (Luigi Circuit).png


Installation Tutorial

First, open your user preferences with CTRL + ALT + U (File → User Preferences in 2.70, Edit → User Preferences in 2.8+). Go to Add-ons → Install. Select "" from the RiiStudio Directory.

RiiStudio Blender Add-on Installation 1 (User Preferences).png

Then enable the add-on, and set the RiiStudio Directory to the location of "RiiStudio.exe".

RiiStudio Blender Add-on Installation 2 (RiiStudio Directory).png

Now you should be able to export your model as a BRRES file.

RiiStudio Blender Add-on Installation 3 (Add-on Installed).png


With the plugin installed, you can find various additional settings under your materials.

RiiStudio Material Settings.PNG


Culling controls which side of the face should be visible. In most cases, you want to only display the front (outside). Displaying both sides is often used on materials such as fences and gates.

Pixel Engine

Controls alpha mode of the material. The following options are available:

Option Description
Opaque No alpha.
Outline Binary alpha. A texel is either opaque or fully transparent.
Translucent Use a full range of alpha. Use on partially transparent textures.

Lighting and Fog

Both options control if the model should receive lighting and fog respectively. In most cases, use the default settings.

UV Wrapping Mode

You can change how the texture is extrapolated outside of its original bounds, both on U and V separately. The following options are available:

Option Description
Repeat Causes the image to be repeated.
Mirror Causes the image to be repeated and flipped.
Clip Extend by repeating edge pixels of the texture.

Texture Filtering

Texture filtering describes how the specific texture is filtered. The zoom-in option defines the filter applied to the texture while looking up close. The most common option is "Blurry" (Bilinear interpolation), which makes the texture look not pixelated and smoother. "Pixelated" (Nearest) is also an option.


The zoom-out option defines the filter that affects the texture when looking from far distances. Most common option is "Blurry" (Bilinear interpolation). "Pixelated" (Nearest) is also an option.

Using mipmaps to eliminate moiré pattern

Mipmaps are smaller versions of the textures, which are displayed when you are further away from the models, to improve the visuals of your track. Your textures will look smoother and you can heavily reduce moiré patterns.

With mipmaps enabled, you can also change interpolation setting, which defines which mipmap should be chosen.

Here is how different mipmap settings and zoom-out filters combine:


The textures must actually contain mipmaps for this to work.

LOD Bias

When using mipmaps, textures may become blurry if the texture LOD result is larger than expected and small mipmaps are referenced. To adjust this, you can change the LOD Bias setting. Increasing the bias will make mipmaps appear closer; decreasing will make them appear further away.


Material Presets

Yet to be done

Exporting from Blender

Yet to be done


Yet to be done