Unsolved trouble with uvmaps

Discussion in 'Mod Support' started by thomatoes50, Apr 24, 2017.

  1. thomatoes50

    thomatoes50
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    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    I tried to do implement normal map on the body material


    here is the uvmap in the blender file
    upload_2017-4-24_21-47-42.png
     

    Attached Files:

  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Aug 5, 2012
    Messages:
    14,685
    Diffuse/Normal/Specular maps all go on the first UVMap.
    The second UVMap is only for overlay and skin maps.

    The UV in the file above is pretty broken:


    In your screenshot you have two UVMaps. Make sure you mapped the correct one (the first), as that's what the normal map uses, not the second.
     
  3. thomatoes50

    thomatoes50
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    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    I Only did a correct UV for the body, i wanted to check if i would be able to obtain something before remaking everything

    on the body object :
    map0 is a symmetrical uv
    map1 is for skin

    If you look at the roof in BNG you will see it's cut in half with a weird blurry thing, it's not correct.
    I have really bad experience in textures for Torque3D/BeamNG
     
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