GTA5 Export w/textures and materials
Moderator: Oleg
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- Posts: 5
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GTA5 Export w/textures and materials
After reading through several other posts, I've imported the Addler_hi with the materials and have used a mock DDS shader. I'm interested in exporting this to Blender/Unreal and can do so - but without the materials (the exported mtl file is only 5kb). Is there another post (or script) that describes how to perform this (export with the materials)? Thanks!
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- Posts: 5
- Joined: Thu Jul 16, 2020 9:39 am
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- Posts: 5
- Joined: Thu Jul 16, 2020 9:39 am
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- Posts: 5
- Joined: Thu Jul 16, 2020 9:39 am
Re: GTA5 Export w/textures and materials
what model format do you export to? .obj or .dae?
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- Posts: 5
- Joined: Thu Jul 16, 2020 9:39 am
Re: GTA5 Export w/textures and materials
Thank you for your reply. I'm exporting to .obj
Oleg wrote:what model format do you export to? .obj or .dae?
Re: GTA5 Export w/textures and materials
.mat file is a plain text file, it should be small in side, so it is OK to have 5kb .mtl file.
it is advised to create a folder right on your drive that has no white spaces in name, for example D:\OBJ
A folder like "D:\My Mods\Converted from OBJ\"
is not OK, as an importer might get confused on a path with white spaces.
then export to a .obj file with no white spaces, e.g "car.obj"
put all required textured into the same folder. Note, you can view .mtl file in any text editor - take a look on texture names there, ensure you have these textures in the folder next to your .obj file.
Also, it might be a good idea to check the import log in Blender or Unreal editor (I don't know whether there is an import log, but missing textures are likely to be logged there).
I have been messing recently with a Collada DAE export and it looks like it send models to 3dsmax with materials retaining texture names (yet textures are not loaded, but materials contain texture names in proper slots, so these could be loaded and assigned).
it is advised to create a folder right on your drive that has no white spaces in name, for example D:\OBJ
A folder like "D:\My Mods\Converted from OBJ\"
is not OK, as an importer might get confused on a path with white spaces.
then export to a .obj file with no white spaces, e.g "car.obj"
put all required textured into the same folder. Note, you can view .mtl file in any text editor - take a look on texture names there, ensure you have these textures in the folder next to your .obj file.
Also, it might be a good idea to check the import log in Blender or Unreal editor (I don't know whether there is an import log, but missing textures are likely to be logged there).
I have been messing recently with a Collada DAE export and it looks like it send models to 3dsmax with materials retaining texture names (yet textures are not loaded, but materials contain texture names in proper slots, so these could be loaded and assigned).