The issue comes in when only modifying/exporting a selected few objects, which can cause gap between other non-blender modified GMT files. PS: if you work the whole track in blender, then the pitch won't matter because the whole track will have the same amount pitch after exporting (but it is best that you take a note about it, so later on when you working between GMT and blender, you remember whether pitch was changed or not). Next, select all surface objects, switch to UV Editing and top view (hotkey: num 7), use Project from View(Bounds), and a new puddle UV map will be created (you may want to add a little padding at the edge though), then just assign a new texture and paint: Then just re-map your UV map on them as a whole.įirst add a new UV channel named "puddle" to one of the surface object(you may want to make sure channel order is same as well), then repeat this process for every other surface object (with same "puddle" name), and make sure channel is selected: Quickly change light source position by mouse. Many of the materials (.materialbin) and texture maps (.swatchbin) are located in the carslibrary folder tree. The files from a car folder are not enough to correctly import a. The file imported was MAZ70B128014.carbin. Click to expand.Yes it is possible, select all object, add or modify a UV channel that has the same channel name/order/material across all objects that you wish to add puddle map (you may need to add missing channel individually). 3DSimED Features Filter model display by texture, material, and or object. Below is an example of how a Forza Apex car model should appear in 3DSimED3.
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