How to map a part with multi-layer textures

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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How to map a part with multi-layer textures

Postby Trucker98 » Tue Sep 26, 2017 8:56 am

Hello,

I got a new question about working with Zmod3.

What I want to do is the following:
I got a self-built part from cinema4d converted into Zmod. It was shadow-baked already in c4d.
Now I want to have the shadow-baking as UV1 and my skin as UV2.
The Problem ist, that it do not work as I expect it (Creating a Dual-Dif material, set the AO-Texture as UV1, the Skin as UV2, map the parts onto my skin texture)

I made a screen from the whole material in Zmod3:
https://abload.de/img/matapsk2.png

Do you see the error?

Thanks in advice!
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Re: How to map a part with multi-layer textures

Postby Oleg » Tue Sep 26, 2017 9:57 am

hi.

I suspect the model you've loaded into zmodeler has come with just one UV channel data. This is a drawback of using formats like .3ds or .obj.

However, there is a tool to copy UV data from one object onto another when their geometry/topology matches. Thus, if you have an identical object with different UV mapping, you can copy its mapping onto UV#2 of your problematic object. To make this possible, export your sideskirt from c4d, load this file into zmod with no "optimize vertices" option; then assign UV#2 to be UV#1 in c4d and export into a different file; import it into zmodeler too, so you have two identical objects now (one with UV#1, another with UV#2). Edit properties on object #1and set in mesh->vertices->format (UV channels = 2, Apply). Then use Surface\Mapping\Copy tool and copy UV data from object #2 onto your object #1 but make sure to set target uv channel as #2. Then remove object #2, it's no longer needed.

your material settings are correct.
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Re: How to map a part with multi-layer textures

Postby Trucker98 » Tue Sep 26, 2017 10:11 am

alright,

thanks for the tip, for creating the second UV Map! Thats it.

But now I got the next problem:

with the truckpaint adaption the part got the color from my skin. With the dif.spec adaption it´s simply white. But my colored texture ist red.

Which adaption do I need to take?
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Re: How to map a part with multi-layer textures

Postby Oleg » Tue Sep 26, 2017 10:41 am

red texture = texture not found error. see game log for details.

there are two AO shadings in game: the one on AO texture (in truckping shader) and another is per-vertex color (in most of other shaders). Game models usually utilize both methods where possible (e.g. all vehicles and trailers have AO baked in vertices color and truckpaint's AO texture is an addition only).
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Re: How to map a part with multi-layer textures

Postby Trucker98 » Wed Sep 27, 2017 4:37 am

No, You didnt understand me :D

I want, that I looks like this ingame:
https://abload.de/img/tank7wshd.png

But ingame then, it looks like this:
https://abload.de/img/ets2_00121c2syv.png

And I want it to be a static texture, not a truckpaint texture.
The mat is the same, as seen in the first post.
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Re: How to map a part with multi-layer textures

Postby Oleg » Wed Sep 27, 2017 6:25 am

truckpaint shader is always paintable material. it uses primary texture on UV1 as AO texture and second texture on UV#2 as skin layout. You can still refine uv-mapping on UV#2 to put entire side skirt onto very small fragment of skin, so it looks like a uniform color paint, but technically it is still a switching paint skin.
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Re: How to map a part with multi-layer textures

Postby Trucker98 » Wed Sep 27, 2017 6:32 am

Yes, I know.

But I have more parts to map, which will not fit on my skin-texture, so I need to do some extra textures.


But normaly it should be possible to do a static 2-UV material, or am I wrong?
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Re: How to map a part with multi-layer textures

Postby Oleg » Wed Sep 27, 2017 9:34 am

i suppose, yes. something like
dif.spec.oclu
or may be
dif.spec.over.dif.opac.add.env
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Re: How to map a part with multi-layer textures

Postby Trucker98 » Wed Sep 27, 2017 9:44 am

I tried it, but sadwise it isn´t working.

But for now, I´ve worked out another solution with my friend.

But thanks at all.
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