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#21\2011-03-22 04:08

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you don want to know
yu

when you want to start mapping your model first what you have to do is to set material id to you mesh...



next, in "Unwrap UVW" select you material id, and in edit uvws go to mapping and then "normal mapping". there you can select position of your mesh, if is roof select top, if is side select left/right mapping, and so on...



now important thing is to keep all your mesh inside of that blue square, becouze you spread all your mesh around that uvws edit window you got this white stripes...
#22\2011-03-22 04:13

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Jonava
de Germany

Zero4 : when you want to start mapping your model first what you have to do is to set material id to you mesh...



next, in "Unwrap UVW" select you material id, and in edit uvws go to mapping and then "normal mapping". there you can select position of your mesh, if is roof select top, if is side select left/right mapping, and so on...



now important thing is to keep all your mesh inside of that blue square, becouze you spread all your mesh around that uvws edit window you got this white stripes...

thx for help, but i can't find the ids on 3D max 5 .

edit : fond it . oh, now i get it , thx .
This post was edited by Skerdzius (2011-03-22 04:28, 7 years ago)
#23\2011-03-22 04:22

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you don want to know
yu

oh yes, forgot to write in previous post, don't use 2 sided material, just model new "inside" mesh... becouze with 2 sided material model's look's like they are made form paper ;)
#24\2011-03-22 04:30

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Jonava
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Zero4 : oh yes, forgot to write in previous post, don't use 2 sided material, just model new "inside" mesh... becouze with 2 sided material model's look's like they are made form paper ;)

thats me first try to do somerthink, so for startup its looks okey to me . :]
#25\2011-03-22 04:34

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you don want to know
yu

Skerdzius :
Zero4 : oh yes, forgot to write in previous post, don't use 2 sided material, just model new "inside" mesh... becouze with 2 sided material model's look's like they are made form paper ;)

thats me first try to do somerthink, so for startup its looks okey to me . :]

hehe, what to say then, good luck with that project mate ;)
#26\2011-03-22 04:49

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Jonava
de Germany

Zero4 :
Skerdzius :
Zero4 : oh yes, forgot to write in previous post, don't use 2 sided material, just model new "inside" mesh... becouze with 2 sided material model's look's like they are made form paper ;)

thats me first try to do somerthink, so for startup its looks okey to me . :]

hehe, what to say then, good luck with that project mate ;)

the think, wthith ids, im don't get it so far, isint eny other way, to make car paintable, whithout the stripes? like uvp map box or etc. ?
#27\2011-03-22 05:06

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yu

no sorry, you have to map your car that way... actually you can to select mesh by hand but that take's to much time... in my opinion that is the easiest way, select mesh, put id number (lets say 4) and then in unwrap UVW go to poly, in select matid type 4 (for your mesh) got to edit window and then map you object... now when you export your mesh to the game you are also be able to apply decals on your car... but before all this in car.rpk you have to put all textures in right order... for example, on my current (small) mod, for chassis I'm gona use 3 textures and one painted object so in rpk it will look something like this...

<FILE 00000203.res >
typeof 14
superid 0x00000005
typeid 0x00000046
alias chassis
isparentcompatible 1.00
</FILE>
<FILE 00000203.rsd >
mesh 0x00000047
flags 8.000
shd_center 0.000 0.000 0.000
shd_diru 0.000 0.000 0.000
shd_dirv 0.000 0.000 0.000
shd_vbase 0.000 0.000 0.000
shd_vup 0.000 0.000 0.000
texture 0x00000000 ------> just simple painted object in max
texture 0x0000004A ------> interior texture
texture 0x00000049 ------> black texture
texture 0x0002001D ------>
texture 0x00000048 ------> this two are paintable object

and when you start exporting your mesh to the slrr, you have to attach all mesh in to one... for example, I'm gona select my painted object and on it I'm gona attach interior mesh, after interior object I'm gona attach object's with black texture on it and in the end paintable object... this is how I do ;)
#28\2011-03-22 05:52

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Jonava
de Germany

Zero4 : no sorry, you have to map your car that way... actually you can to select mesh by hand but that take's to much time... in my opinion that is the easiest way, select mesh, put id number (lets say 4) and then in unwrap UVW go to poly, in select matid type 4 (for your mesh) got to edit window and then map you object... now when you export your mesh to the game you are also be able to apply decals on your car... but before all this in car.rpk you have to put all textures in right order... for example, on my current (small) mod, for chassis I'm gona use 3 textures and one painted object so in rpk it will look something like this...

<FILE 00000203.res >
typeof 14
superid 0x00000005
typeid 0x00000046
alias chassis
isparentcompatible 1.00
</FILE>
<FILE 00000203.rsd >
mesh 0x00000047
flags 8.000
shd_center 0.000 0.000 0.000
shd_diru 0.000 0.000 0.000
shd_dirv 0.000 0.000 0.000
shd_vbase 0.000 0.000 0.000
shd_vup 0.000 0.000 0.000
texture 0x00000000 ------> just simple painted object in max
texture 0x0000004A ------> interior texture
texture 0x00000049 ------> black texture
texture 0x0002001D ------>
texture 0x00000048 ------> this two are paintable object

and when you start exporting your mesh to the slrr, you have to attach all mesh in to one... for example, I'm gona select my painted object and on it I'm gona attach interior mesh, after interior object I'm gona attach object's with black texture on it and in the end paintable object... this is how I do ;)

ok, i have done it, now the body its full paintable, but i have one more question, how to make windows ?
#29\2011-03-22 06:28

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yu

well it's quite easy ;)

first download this plugin:

http://zmievski.org/files/3dsmax/Solidify-r4.zip

it's a modifier plugin that takes your surfaces and makes them solid... 3ds max 5 didn't have shell modifier so you gona need this one...

now take your window model and apply that modifier to it...

next, in material editor as diffuse color put black, opacity 20, specular level 100, glossiness 40 and reflection around 60 (this are some custom settings, you can change them )...



window's are quite easy to make, becouze they don't use any textures ;)
#30\2011-03-22 07:23

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Jonava
de Germany

Zero4 : well it's quite easy ;)

first download this plugin:

http://zmievski.org/files/3dsmax/Solidify-r4.zip

it's a modifier plugin that takes your surfaces and makes them solid... 3ds max 5 didn't have shell modifier so you gona need this one...

now take your window model and apply that modifier to it...

next, in material editor as diffuse color put black, opacity 20, specular level 100, glossiness 40 and reflection around 60 (this are some custom settings, you can change them )...



window's are quite easy to make, becouze they don't use any textures ;)

I have downloaded your plugin, pasted in : D:dsmax5\plugins

in 3D max, i select the window, convert it into editable polygon, and in the modiefier list, is no : shell

edit : works fine whithout the shell , i think .


This post was edited by Skerdzius (2011-03-22 07:50, 7 years ago)

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