Help with uv map? please

Discussion in 'Content Creation' started by Billeh, Sep 19, 2015.

  1. Billeh

    Billeh
    Expand Collapse

    Joined:
    Jul 30, 2015
    Messages:
    3
    Hello, I'm relatively new to the forums and have got my hands on a NFS Shift Caterham Model, I've spent a bit of time splitting it up into individual pieces and I'm working on j beaming. I have the Jbeam sorted with no problems i got the hang of that, but my uvmap for the vehicle isnt working here are some pictures if they help :)

    body.png
    bde2fd82ab2c8aa0fb80b942ec138957.png

    Here is my Materials.cs

    Code:
    singleton Material(cat_body){
       mapTo = "cat_body";
       diffuseMap[0] = "cat_body.png";
       specularPower[0] = "15";
       useAnisotropic[0] = "1";
       castShadows = "1";
       translucent = "0";
       alphaTest = "0";
       alphaRef = "0";
    };
    and then this is how it looks ingame, so im stumped.

    game.jpg
    any help/feedback would be greatly appreciated
     
  2. KennyWah

    KennyWah
    Expand Collapse

    Joined:
    Jan 16, 2013
    Messages:
    2,666
    NFS SHIFT Caterham?

    Why does the model look contorted?
     
  3. Billeh

    Billeh
    Expand Collapse

    Joined:
    Jul 30, 2015
    Messages:
    3
    Sorry Controrted? i dont believe it is, that was only the body
    7b232bda4d545089bad2707e8ecc540e.png

    this is the full car, and theres a fair bit more work to go into the main body its not 100% finished, its jst to see how it all works, and to see how it turns out for a first project
     
  4. KennyWah

    KennyWah
    Expand Collapse

    Joined:
    Jan 16, 2013
    Messages:
    2,666


    Okay, thank you, please understand this wasn't hate...

    It just was soo LQ because of it being the chassis you don't usually see in Shift that is looked really off.

    You should have provided an image showing the full model before, please forgive me.


    ----------------------------------Also----------------------------------


    are you having problems with materials in-game, or the UV mapping in blender?


    Because this is the result of an error in the process of mapping the texture to the given part in BeamNG. [Torque3D is a bit of a nutcase when trying to get materials mapped on objects of any kind.]



    Also might I recommend that you use .DDS converted textures with DX5 compression for Beam, it saves on VRam and GPU Overhead/instability and is the recommended format for this game.


    .PNG textures aren't desirable for beam as they are huge uncompressed and cumbersome, GPU VRam is already a mighty worry in Beam...

    Before it used to cause instability like Direct3d crashes and hangs... to have inefficient uses of assets and large textures on anything.. luckily those days are gone but I'd still avoid PNG for this game. Just My Advice.
     
    #4 KennyWah, Sep 19, 2015
    Last edited: Sep 19, 2015
  5. Billeh

    Billeh
    Expand Collapse

    Joined:
    Jul 30, 2015
    Messages:
    3
    thanks for the feedback yeah the chassis and interior is very LQ exterior is far superior and my problem is i just cant get the texture onto the car to stop the ugly no texture orange. i have been using B25Mitch's Awesome tutorial. i'm just stuck getting it onto the model so it looks better on the eyes. I've also switched from PNG to DDS
     
  6. Dummiesman

    Dummiesman
    Expand Collapse

    Joined:
    Sep 17, 2013
    Messages:
    4,700
    Do you have a duplicate materials file existing? Sometimes the game will auto-generate one in Documents\BeamNG.drive\vehicles\VEHICLENAME\, which overrides the one in mods\vehicles.
     
  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