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Blender 3d car
Blender 3d car





blender 3d car blender 3d car blender 3d car

(Hopefully someone will let met know a better way, and I will add it to this post) The biggest problem I have with the UV mapping, I am not aware how to build a second map for the RustMap, and since in blender I have yet to find a way to UV map all objects at once, I was stuck doing them individually. When it comes to the textured materials, I had to scale up 10 times the size of the default image box, less only if the UV map you created is fairly large. (click the X in the UV/ImageEditor to see the default image box). This one still has me puzzled, but for the materials that are rustable in the game, I scale the UV to fit the width of the default image box. Otherwise when it comes to building your part thumbnails, they will all be facing the wrong direction. TIP 5: Make sure to rotate your model so the front of the car is facing the back view of the 3Dview port and clear your rotation(crtl+A). TIP 4: Make sure to create an EMPTY, named 'model', and parent all of your parts to this empty, it will make a big difference when using the UnityExportScript. TIP 3: If using SubSurface Modifiers, make sure you use the crease, to limit the number of verts, edges, & faces needed to complete your model. I use the Solidify Modifier, it makes it a lot easier. TIP 2: make sure you model both sides of your parts, as the backside of your parts will make them transparent when viewed from the back side of your normals. Under ModdingTools, you will find the PDF that has all the Part Names & Materials that are usable in the game.) Under LOCAL FILES, select Browse Local Files. (In Steam Library, right-click on CMS 2018, select properties. TIP 1: make sure you use the names provided by CMS 2018 to label/name your parts.







Blender 3d car