![how to flip wheel 3dsimed how to flip wheel 3dsimed](https://gamemodels.ru/screenshots/monthly_05_2017/thumb-a4f95485876c25c003fcb8537891002e-12-05-2017-12-09-38.jpg)
Blender its a freeware, i don't see why a pro software like Max shoudn't be able to do the same.īut to be honest, i don't find them not very useful. In Blender, its fairly easy, there are 4 UV map for the Ferrari wheel, and one of them fit the AO map. I've seen that "Materialbin Texture Collector" should be the right tool to have what I need but it hasn't been released so I'm here stuck on a loop.Ĭan't help you because i'm not a 3DMax user. I understand that the mesh should be painted via a generic swatchbin texture and then "shaded" via the AO map, but I just can't find a way to have a mesh and a UV related to a single texture. also the AO texture you posted isn't compliant with any channel of the UVW. materialbin in the opusdev release but I can't for the life of me track back the related swatchbin. Now in max I have the various UVW channels with correct names of materials. I found the wheel mesh and I saved as FBX.
![how to flip wheel 3dsimed how to flip wheel 3dsimed](http://sim-garage.co.uk/wp-content/uploads/2016-10-05_13-11-27.jpg)
HOW TO FLIP WHEEL 3DSIMED FULL
It is unable to load the full carbin of the car, but it can load part by part from scene folder. I guess you have to play with the 44444444, 88888, 12121212, 161616 thing in the tool, or to use 3Dsimed to have. obj files that don't support multi UV channel. I'd rather bang my head against the wall.Īh, that's the point. I suggest again that you go read about ambient occlusion or just look at the forza models to further understand what parts use AO textures. TDU1/2 users painted vertices along with i suppose many other games. All high poly parts that use the AO texture which is confirmed when you look at the UV layers.Īnd i fully understand what vertices painting is so i don't need to watch a video. The AO textures cover body, front/rear seats, interior door panels, headlights, engine bay etc. If you don't know what I mean just watch any video on youtube about painting vertices.
HOW TO FLIP WHEEL 3DSIMED MODS
I know, because I used to paint vertices on my GTA4 mods to make the car look better and believe it or not original cars had painted vertices as well (you can actually see that when you flip the car over the bottom is darker). Only low poly models use ao mapping because it's generated from high poly model. Game shading sucks imo, AO maps make a big difference. The high lods use them including the interior. Minime891 i suggest you go read about ambient occlusion maps. Instead there are few good textures for gaudges, decals and stitches that HQ models use, everything else is just simple diffuse color because there's a material for every part high detail meshes are good enough to generate shading with game engine. High detail models don't use these textures (probably only low poly one's)ītw if someone will correct me and say they do use them, I wonder how do they help because they're just shading textures and are useless. At least that's how it seems to me, maybe some one will correct me. They don't have textures like before but in stead just use an AO texture and material settings. I've looked in every single texture folder (and checked every single texture present). I was looking for textures, but there's no texture for wheels. Rear wheels are different from front wheels and I successfully placed everything in place.
![how to flip wheel 3dsimed how to flip wheel 3dsimed](https://i.ytimg.com/vi/nDEIGjnJP7k/maxresdefault.jpg)
I have the resources extracted for a car from OpusDev(Ferrari F50).