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3dsimed uv map
3dsimed uv map









3dsimed uv map 3dsimed uv map

Previously mirrored and stacked parts of the aircraft now have unique places, stretching has been reduced where possible, and.

#3DSIMED UV MAP MOD#

For modders, this mod features a re-unwrapped UV map for the F/D-14. For players, this mod does nothing on its own. so the Object has more than 1 texture mapping. Initial release for Project Wingman 1.0.4D. Below is a video that will explain the different mapping (How a uvmap is made and assigned). (simed can just edit the scaling, or swap them around). hence you need to create a completely new GMT to embed different or additional channel mapping. and the realroad buildup will be aligned with the road and not the racing line.(The mapping is coded into the objects GMT). play with the scale can give you some decent basic references however if its an rf1 track, it would only have had 1 channel mapped, therefore the Specular and stone effects will look crap on the track. You set these in your 3dsoftware when uvmapping. So you will only have 3 Channel Mappings. The live reflection mapper updates all this. as it repeats in small areas (whatever you set) so the small rubber particles buildupħ- Does not matter.

3dsimed uv map

so the spec map should be the highlighting of your stones in the road surface.Ħ - Marbles - the rubber buildup also uses channel 2's mapping. so it needs its own mapping coordinates so it draws itself differently.ĥ - Spec Map - (white sparkels and highlights) - This uses Mapping from channel 2. why ? (The diffuse map follows the road) squard and perfectly. Eg bumps and cracks drawn on Diffuse map can have normals as its mapped identically (Same scaling)Ĥ - Race Groove - The track buildup texture - Uses its own mapping. Therefore your normal map is showing the undulations in your first texture. However the multi map (The stones), can be much smaller in scale (repeating every 1 metre) to give the detail effect when you zoom inģ - Normal Map - This is the roads normal map - and uses the same mapping as your diffuse texture (as it is channel 1 UVMAP). This way the road can be mapped and repeated at long intervals (5-10 metres). This uses the mapping coordinates found in Channel 1 UVMAPĢ - MULTI-MAP - This is the mixmap (stones etc) on the road). There is no 5th 6th and 7th texture mappings.ġ - Diffuse Map (In simed first texture slot) is your diffuse texture.











3dsimed uv map