Solved Adding materials to the custom parts

Discussion in 'Mod Support' started by Ai'Torror, Dec 9, 2017.

  1. Ytrewq

    Ytrewq
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    I'd recommend unwrapping your mesh piece by piece.
     
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  2. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Okay I'll try then, as my turbos look like christmas tree when using the blender or when I use paint.net it looks like someone would chrome out everything and stick an air filter looking tape around the filters.
    --- Post updated ---
    Are all of the seams going to save if I save the file as blender project?
    I'm kind of tired from trying out different methods of texturing+ there is a lot of seams to do on this model unfortunately.

    P.S. What do you thing about the intake pipe? Should I reroute it to the front which would require quite a lot of changes to the model, or just stick with current way and only add an rotated intake manifold for the turbo version?
     
    #22 Ai'Torror, Dec 12, 2017
    Last edited: Dec 12, 2017
  3. Driv3r1142

    Driv3r1142
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    1;

    You do the UV unwrapping in Blender. Then if you can't line up the new UVs with the existing textures, export the UV layout and do your work in paint.NET and GIMP (For normal maps, while there are online height-to-normal map converters on the internet, the one I use only exports a .PNG, you need a special .dds format to make normal maps that paint.NET doesn't support. I can post more on this if I need to, for now focus on your UVs.)

    2;

    The seams will save if you save it as a blender project. The UVs save upon exporting the file as a .DAE, but the seams do not.

    3; That's up to you to decide :p
     
  4. Ai'Torror

    Ai'Torror
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    What is going to be the best way of unwrapping all of the piping work?
     
  5. Ytrewq

    Ytrewq
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    Piece by piece. At first, select one pipe segment and unwrap it, then another and so on. Try out both regular and smart unwrapping to see what produces a cleaner layout.
     
  6. Ai'Torror

    Ai'Torror
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    But should I segment the pipes longitudinally or just cut it into smaller segments?
    From what I've tried before, blender has some problems with round objects. + is there a way of seeing how the sbr4 turbos were unwrapped? I'm having some problems with getting my tubos to unwrap the way sbr 4 turbos do.
     
  7. Ytrewq

    Ytrewq
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    You load the model in Blender, open new UV editing tab like I told you before, then select the faces you want to see unwrapped in the left (old( tab and they should appear unwrapped in the right (new) tab.
     
  8. Ai'Torror

    Ai'Torror
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    But then you can't see the seams from which it was unwrapped.
     
  9. Ytrewq

    Ytrewq
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    Here's how the uv layout of I-series turbocharger is seen in UV editor. What else do you want to see?
    Untitled.png
     
  10. Ai'Torror

    Ai'Torror
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    I wan to see how to divide the model correctly... Mostly those lines:

    On the SBR4 model, so I will be able to see how was the SBR4 turbo divided.
     
  11. Ytrewq

    Ytrewq
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    Just select the faces you want to see unwrapped and they will appear in the uv editor.
     
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  12. Ai'Torror

    Ai'Torror
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    They will be unwrapped, but they will unwrap differently...
    Here is the Moonhawk turbo UV: with basic unwrap that i made:

    But then here is the SBR4 UV:


    And the most important parts:
    Moonhawk Turbo UV:

    And SBR4 turbo UV:


    AS you can see... The UV from the SBR4 turbo is way different due to different way of positioning the seams for unwrapping... And that's why I want to see across which seams was the SBR4 turbo unwrapped.
     
  13. Ytrewq

    Ytrewq
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    I'm afraid that's not possible. Why don't you just unwrap things and drag the uvs to the parts of background image with suitable texture?
     
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