Hey guys, i need a little help here. I would like to mod an in-game car, but the normals keep getting screwed up all over the model. Even on parts i have not touched. Recalculating does nothing about it, so i'd thought its better to ask before i completely ruin the whole thing and can start over again . I've searched all over the forums for a solution, but i haven't found one, and yes, i used the search bar too There are a lot of nice tutorials about engine/suspension modding, but there is nothing about modding an actual in-game car in blender WITHOUT getting the normals screwed up, or how to avoid that and if done how to fix it. I am still a newb at Blender, though i have used Zmodeler and 3DMax alot few years back, and i might forgotten something important. If we succeed to fix it, i will release (of course if Gabe gives a permission) a Grand Marshal modded from top to bottom with everything customized (Visuals of the car, new skin, heavy suspension tweaks, engine, diff, transmission) for a specific type of driving with insane amount of control (on keyboard at least) . I tried to put "control lines" near some edges of the rear door to test if it helps, and it seemed to fix it (at least partially), but i hope there is a better, faster solution. All help appreciated Peace
You can find modified variations of the car you are talking about. Tell me the name of the car and I'll try and post the link. - - - Updated - - - By the way keep your eye on this thread on a modified gavril grand marshal http://www.beamng.com/threads/5060-Gavril-Grand-Marshal-Widebody-Edition
I will definitely try that, thanks! I did a quick google search though, and it seems it works with maya and 3Dmax, should i use one of them to export/import then continue with blender? Because blenders built in Plugin works fine until i touch the model. Then the normals break Im keeping an eye out i have all the stuff allready that has a release, i check daily if new stuff gets released So i'm up to date. This time i'd like to do some mods, to return something to the community, and reincarnate My long rusted modding skills what is rusting since the carmageddon2 and Crashday era - - - Updated - - - I will definitely try that, thanks! I did a quick google search though, and it seems it works with maya and 3Dmax, should i use one of them to export/import then continue with blender? Because blenders built in Plugin works fine until i touch the model. Then the normals break Im keeping an eye out i have all the stuff allready that has a release, i check daily if new stuff gets released So i'm up to date. This time i'd like to do some mods, to return something to the community, and reincarnate My long rusted modding skills what is rusting since the carmageddon2 and Crashday era
I'm pretty sure I know what's going on there. Max and Blender don't get along when it comes to smoothing. If you import a car created with Max into Blender it will smooth-shade the whole model which will give you strange bulging shading near doors and things like that. The way to fix this is to apply an edge split modifier. You can either set a split angle (the lazy way ) or set it to 180 and manually mark the edges you want to be sharp (control + E in edit mode).
It is available to download from this thread Gavril-Grand-Marshal-Widebody-Edition(V0-1) You can download it and install it like an entirely new car, so install it formally.
In Blender: You need to select a object, for example the front bumber. Than you need to apply the edgesplit modifier. I don't know how to explain it
Thanks, that is the exact case, and i just couldnt figure out anything else other than manually going trough the edges with the knife tool And now, as it became an option, i might just stick to the lazy way Thx again! My Blender is ready Awesome job on the widebody btw! It looks just awesome, just took it for a spin on the racetrack - - - Updated - - - A celebrational sneek-peek The model looks fine again W.I.P.