Unsolved i need assistance on the uv maps for the barstow hatch

Discussion in 'Mod Support' started by allen key, Nov 11, 2017.

  1. allen key

    allen key
    Expand Collapse

    Joined:
    Feb 17, 2015
    Messages:
    191
    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
    barstow_hatch_body_UV_mapping_half.png

    some insight into the project:
    bad uv maps and early jbeam progress
    screenshot_00019.png screenshot_00012.png

    model and polyflow
    hatchscreen.png hatchscreen1.png hatchscreen2.png wireframe.png
    wireframe1.png wireframe2.png

    progress thread
    https://www.beamng.com/threads/gavril-hatchstow-barstow-hatchback.41673/
     
    #1 allen key, Nov 11, 2017
    Last edited: Nov 11, 2017
  2. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    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
     
  3. allen key

    allen key
    Expand Collapse

    Joined:
    Feb 17, 2015
    Messages:
    191
    thank you :)

    sorry if i was unclear :oops: ,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
    20171111214245_1.jpg
     

    Attached Files:

  4. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    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.
     
  5. allen key

    allen key
    Expand Collapse

    Joined:
    Feb 17, 2015
    Messages:
    191
    oh ok, whoops, thank you
     
    • Like Like x 1
  6. CarCrasher76788

    CarCrasher76788
    Expand Collapse

    Joined:
    Mar 22, 2018
    Messages:
    28
    This reminds me of the AMC Gremlin! Looks alright so far.
     
    • Like Like x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice