hi !
im trying to learn how to do custom paint and liveries for fivem vehicles, so I could eventually give em to gta servers garages etc , but I only see people using templates in photoshop, which is absolutely not handy nor precise.
the thing is, im using codewalker and a script to export gta Vehicle to 3dsmax, it works, but the UVs arent packed properly , so I cant export it to substance painter
so , is my way of exporting wrong, or are all vehicle's UV poorly packed , and if so , how could I export a usable 3D model to substance painter
(im afraid that moving and cleaning the UVs , will affect the shape of the texture map, and will not make it work , since my new map would be different from the old vehicule map used in the game / in the server)
How to texture usine Substance painter
Re: How to texture usine Substance painter
Hello.
What exactly is wrong when you use Codewalke and export to 3dsmax? What does "UVs aren't packed properly" mean? The model has two UV channels, one for main texture (and usually bump map) and another channel for dirt texture mapping. You can probably sacrify the UV channel for dirt-mapping as you can recreate it later in ZModeler.
In any case, you can use DAE or FBX as intermediate format to import/export with both UV channels and per-vertex color data retained. If needed, per-vertex color can be painted later in ZModeler too, so you can ignore it in your workflow.
What exactly is wrong when you use Codewalke and export to 3dsmax? What does "UVs aren't packed properly" mean? The model has two UV channels, one for main texture (and usually bump map) and another channel for dirt texture mapping. You can probably sacrify the UV channel for dirt-mapping as you can recreate it later in ZModeler.
In any case, you can use DAE or FBX as intermediate format to import/export with both UV channels and per-vertex color data retained. If needed, per-vertex color can be painted later in ZModeler too, so you can ignore it in your workflow.
Re: How to texture usine Substance painter
well , I dont know much about gta modding in general, so Im only using my 3D knowledge , (sorry english is not my first language) what im saying is that im taking the YFT file of a vehicle , from openIV , then convert it to a DFF , and , using a plugin , import the DFF in 3DSmax , so I can convert it in obj or fbx to export it to substance painter .
the thing is, substance painter need "clean" UVs , meaning not too many UDIM, no superposition etc, but the uvs of the model I import in 3DS look like this :
https://www.image-heberg.fr/files/17465 ... 182464.png
https://www.image-heberg.fr/files/17465 ... 357058.png
so it's kinda broken , maybe because I used some converter and not zmodeler ?
I would love to try exporting from zmodeler but I have a "missing import export service" error that I can't fix (yes i've tried starting it as an admin , restarting the computer etc, do you maybe have more solutions ? :') )
the thing is, substance painter need "clean" UVs , meaning not too many UDIM, no superposition etc, but the uvs of the model I import in 3DS look like this :
https://www.image-heberg.fr/files/17465 ... 182464.png
https://www.image-heberg.fr/files/17465 ... 357058.png
so it's kinda broken , maybe because I used some converter and not zmodeler ?
I would love to try exporting from zmodeler but I have a "missing import export service" error that I can't fix (yes i've tried starting it as an admin , restarting the computer etc, do you maybe have more solutions ? :') )
Re: How to texture usine Substance painter
The "Missing Import/Export service" error means you don't have a license key installed.
In ZModeler3 you can export directly to .fbx and .obj. However, what I see on your screenshot looks like correct UV mapping, it's not messed even if it looks pretty bad. The model has a dozen of materials and usually mapped onto several textures. When you see a mess of UV data this is probably several textures layout mixed into one. This might happen to inner vehicle elements like interior parts, suspension and other small details that are used to be mapped to some standard textures. If you need to paint something on the vehicle, you might need a more uniform and clean mapping layout. Most of gta vehicles have this mapping, but it is usually on UV channel #2 and used for dirt/mud effects. The dirt/mud uses standard mask texture and entire vehicle's body is usually mapped uniformly with no overlaps.
So, I advise to grab UV#2 channel data for your task if it's possible. Unfortunately, intermediate format like .obj will certainly loose the UV#2 data.
In ZModeler3 you can export directly to .fbx and .obj. However, what I see on your screenshot looks like correct UV mapping, it's not messed even if it looks pretty bad. The model has a dozen of materials and usually mapped onto several textures. When you see a mess of UV data this is probably several textures layout mixed into one. This might happen to inner vehicle elements like interior parts, suspension and other small details that are used to be mapped to some standard textures. If you need to paint something on the vehicle, you might need a more uniform and clean mapping layout. Most of gta vehicles have this mapping, but it is usually on UV channel #2 and used for dirt/mud effects. The dirt/mud uses standard mask texture and entire vehicle's body is usually mapped uniformly with no overlaps.
So, I advise to grab UV#2 channel data for your task if it's possible. Unfortunately, intermediate format like .obj will certainly loose the UV#2 data.