please could someone give me a link or tutorial where I can learn how to build PSD files for my cars! (future mods) p.s. I haven't found anything in PDF tutorials posted by Tim!
Are you asking how you can make the texture unwrap for the car model? I hope this tutorial will be useful: http://www.youtube.com/watch?v=WOWTaUmvsO4
Hi Anonim, hope you don't mind me jumping in but I was about to ask the same thing I found the ISI tutorials very helpful but somehow I couldn't find anything on how to make templates myself. This is of course more about 3d design in general, and I'm still learning that to, it's hard but fun ! This tutorial is a great help already (thanx Johannes) but I would like to ask though if there are any tutorials/websites more towards rFactor and car templates. It would be so great to see someone do the entire process of a unwrapping and creating a template from a car model. I've been searching and reading on this for a couple of days now but couldn't find anything. I kinda worked out how to work with the UVW unwrap to flatten my car model, but it's still a bit of a mess. There are way too many objects in my template. I not sure about how to group/connect them so the template only consists of a few basic shapes, roof, doors .. (maybe I should start another topic about this?)
if you look at my conversion tutorial it may help you. http://isiforums.net/f/showthread.p...a-Quadrified-Smoothed-Textured-GMT?highlight=
I rarely use the "flatten mapping" option anymore because even it works it makes the texture complete mess. When in unwrap-modifier, choose to work with Faces. Then click on the model and select only those faces (polys) you want to be mapped together. For example, select only the faces from the hood part. Then click either "quick planar map" or choose Mapping -> Normal Mapping -> Top/Bottom mapping depending on the shape of the car and hood. Needless to say, boxy cars are easier to map without lot of distortion than very round cars. Go through the car part by part mapping different sections separately. I usually do follows: Sides/roof pillars, Front end, rear end, hood/roof/deck lid, bumpers etc etc. Then I carefully align all the parts together in unwrap vertex mode. Making good texture wrap takes a lot time and thought.
if you use my method it will unwrap your car in a nice neat way if you've built it well... there may be some errant faces that need to be placed but most of it will come out like our normal templates do.
thanks a lot for this very useful information guys ! I've just got my first texture on the car yey and the car in rFactor It looks just as expected in the showroom but when driving it, it's still a bit of a mess (chrome car, read about it in the forum, sometimes black car), so I guess this is because of the alpha channel and the material layers (damage, cube etc .. ) which I don't know yet how to make. The next thing to figure out Don't think I've seen anything in the tutorials yet about making these layers.
Oooooooooohhhhh, so that is the secret of making it well I have always cursed and frustrated with box mapping as none of tutorials I found are actually telling you can actually do it manually, now I can see it being rather handy with this method, must try it sometimes, thx
If the car shows correct texture in showroom and not race track, sometimes it's because you didn't save the cars default livery in the teams folder aswell as the maps folder.
found another great tutorial (all his tutorials are amazing btw ! ) http://tutorial-z.com/car-texturing-tutorial-using-unwrap-bmw-1-series/ found it via this website http://www.carbodydesign.com