Hello everyone, I am new to Blender, however, I have some skills that enable me to mod BeamNG. Anyway, I am working on something but here is the problem. I am working on the Gavril Roamer rear bumper, and I basically filled in where the license plate sits so that the bumper is nice and smooth (I also did the same for the trim), and I did this by taking out the middle, and joining the two halves together. If more details on how I did this are needed, I can provide them, but the problem is that when I tried the new bumper out in game, the shape of it is perfect, but the part where I connected the two halves together are having texture issues. The reason this confuses me is because I used this exact same method on another part (a hood), and it worked flawlessly. If anybody knows what is wrong, please explain so I may learn more. Pictures are present to show what I mean (one being the normal Roamer rear bumper, and the other being the smoothed out one). Thanks.
This looks like bonked UV mapping, check it in the UV editing tab. Mind you that BeamNG models typically use two UV layers.
Would that also be the reason for the new bumper being shinier in the corners? Anyway, I will check out UV editing because I don't know how to do that yet.
Directly? No. But, BeamNG uses PBR materials that greatly rely on textures, so if they are mapped to a wrong part of the texture too, they will use the wrong bit. I can't really say from one photo though, it might also be broken smoothing – have you applied edge split modifier or smoothed the model by hand? Blender tends to break vanilla BeamNG stuff.
I didn't use edge split modifier no, but I will try that autosmooth when I get the time. Thanks for the good detailed answers.
You need the edge split modifier to fix that. I usually set it to around 60 and it looks fine. Make sure you hit "Apply" before you export your model!
Thank you, I am going to try that right now. --- Post updated --- So, the edge split modifier made the bumper turn out really nice, it really matches the BeamNG bumper's shine. Now, does anyone know how to fix the broken textures? I really have no idea on UV editing, but I suppose since the edges look good I could use the UV from there? Any help is appreciated. Thanks.
So, the edge split modifier made the bumper turn out really nice, it really matches the BeamNG bumper's shine. Now, does anyone know how to fix the broken textures? I really have no idea on UV editing, but I suppose since the Dude that would be amazing. I'm gonna send it to your pm. --- Post updated --- Actually I will post it here, I can't figure out how to on pm.
Just in case anyone is wondering what my end goal is. Old Roamer looks good. New Roamer looks good. Put them together and I think it looks great. The rear bumper looks like a step bumper the way it is though so I am trying to make a normal bumper you know what I mean? Two pictures below to demonstrate.
Here's the (probably, didn't test it) fixed file and an explanation of what I did. First I started by applying the roamer body texture in blender so I could see the issue, switched to the "Shading" tab, then opened the "UV Editor" under the drop down shown in the image. Then I imported the roamer model so I could compare the UVs and see what it is supposed to look like Vanilla: Yours: Next I selected just the new faces with the bugged UVs and selected "Unwrap" under "UV" As you can see, when it does that the proportions get all wonky, so we are going to have to fix that. In order to do that, I selected the rest of the bumper to see where it is mapped on the texture, then rotated, moved, and resized the new unwrapped UVs to match up kinda closely to where it would be on the vanilla bumper Finally, I repeated that process with the two trim pieces. I don't have the time to check it in-game right now, but hopefully if it doesn't look quite right you can use this post to help guide you through adjusting the UVs. Here's the official blender documentation on UVs: https://docs.blender.org/manual/en/latest/editors/uv/introduction.html
Thank you for the very detailed explanation, the bumper is definitely much better but it is still pretty visible those weird spots. I am going to try and fix it and document what happens.