i am currently trying to uv map a modified barstow body, but since i know very little about uv mapping besides the basics, i don't really know how to manipulate uv shapes properly i have for the past ~6 months been working in my spare time to create a hatchback version of the barstow i have already finished the jbeam and model but i suck at uv mapping, i have been trying to shape the new uv map to fit on the old one so i don't have to completely redo the .dds files, and don't think i haven't tried enough, because i have already spent 40+ hours of tutorials and trial and error in blender and i have only achieved this some insight into the project: bad uv maps and early jbeam progress model and polyflow progress thread https://www.beamng.com/threads/gavril-hatchstow-barstow-hatchback.41673/
Here are few commands you need to know to edit UVs: 1. Click on a vertex to select it. 2. Shift + click to select multiple vertices 3. "C" to select multiple vertices at once 4. "Y" to separate vertices from a UV island 5. "W" then "Weld" to stitch them together 6. "S" to scale a group of vertices 7. "R" to rotate a group of vertices
thank you sorry if i was unclear ,that was almost exactly what i was going for, actually, what i meant was mainly to make the door frames and window fames fit the original uv map so i could keep most of the original bumpmap --- Post updated --- EUREKA! i just realised something if i uv map the whole outer body shell exept the bump map covered areas separately and only move them a little around on the original one i can make this so much easier --- Post updated --- ok i am confused, why is this happening
You need to put your materials.cs file in a separate folder. Call it "hatch materials" or similar. Currently, it is overriding the original one, causing all textures to disappear.