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Ah ok, guess I need to try make a UV map so ugh
I am so totally lost and frustrated on how to create a UV map, ugh why can't this just be easy
Send the car over the bridge to Hexagon. Use the cube to make a little sign on the car. Apply the 6-sided uvmap to it and hit the 'accept' button to validate it. Delete the car, send the sign back over the bridge to D/S. Then play around with the sign and some textures for it. When you have what you like, save as a prop file. [n.b. it is best to have the textures in use first saved in your subfolders under Textures under Runtime under My Library]
... or download the attached .obj with its .mtl in the zip, resize it as desired and save it as a prop to one of your folders. Template is included.
Great thanks :) The other problem I'm having is getting the UV map of the cars to make the taxi paint
http://www.uvmapper.com/downloads.html
Download UVMapper Classic [it's free] and also the tutorial.
Load the object, save out the desired template(s)
Do NOT try to "rearrange" the islands on the template. That will super complicate matters.
Used it and this is what happens (tried both yes and no)
Out of range data indicates that this model was not uvmapped nicely at all and hence that mess.
Options are to select the surfaces in D/S and try out various shaders - some don't depend upon uvmaps, others do. Or just colour it. Or, use another car.
For D/S models one can make a brand new uvmap using a modeler. Not a simple process. If you know how to make a morph, the idea is the same, nothing must change to the model. One applies a new uvmap, makes the seams and lays it flat out. Exports out a new .obj file. Then in D/S with the car selected, somewhere under Edit is the option to bring in a new uvset. Give it a decent and short name. On the surface panel it will then appear as a selection option under uv sets. If a keeper, save it before making any new mats with it. File > Save as > .... something about uv sets.
Ah I think thats beyong my abities with this, sounds really confusing, al lI want is to make a paint that says Tazi at both sides with a black circle around the T (T being yellow or green same colour as the taxi) and the axi being black letters
Exactly which model of car is this? [link please]
the Tesla from here http://www.dmi-3d.net/modelscar16.html
also the Ford Escape Hybrid from here http://www.dmi-3d.net/modelscar15.html
Okay, got them. They are for private use only SO ... I will see what can be done however it will require that you follow a few simple directions if my idea will work.
First idea is not going to work because there is too much mesh for Hexagon to handle it. So next idea would be, you have to do this yourself - from D/S send the car over to Hexagon, select the squares on the side of the car [do one side at a time]. Then copy/paste to make new mesh. If Hexagon is acting sluggish, delete the car and just work with the new mesh. Delete the squares not required for the sign [select and hit delete on the keyboard] - go to the UV & Paint Tab, select the flat square to apply a new uvmap. On the right panel click Accept. Then up top, select 'lines' and 'that head' - then another panel appears, click on the head in that panel. Hopefully the uvmap looks nice, click Accept. Then you can select 'all' the lines or 'all' the faces and rotate it and/or resize it [keeping it in bounds, i.e. on the square checker board]. Underneath the uvmap is a little camera icon. Click on that to save a screengrab of the template to your computer [desktop perhaps]. Send this new mesh back over the bridge to D/S. It should be landing exactly on the car. You might want to pull it away from the car ever so slightly.
In an image editor put the taxi sign information - in D/S apply that new texture to the new sign. If it is reversed, in the image editor make adjustments and re-apply. Change only the text inside the uvmap, do not change where the uvmap is on the square.
I cannot do this one for you because it is actually a copy of the mesh of the car which is for private use only.
..............
eta [edit to add] - in Hexagon select the surface material and rename it before sending it over to D/S. In D/S select the geometry editor tool, and open the Tool panel to find and 'remove' the extra surface material(s) [have 0 assigned to them]. Then return to the pointer and carry on.
will give this a try so whenever I decide to go back to trying to make these taxis thanks
You're welcome. IMHO it would be a lot easier to purchase [free or $] another car ;-)
Ya I have managed to find a Ford Crown Vic taxi so might be better to just use that and forget about trying to change paint on other taxis, also found a car with working wipers so might be able to try and seperate the wipers and add them to other cars?
Is this Ford Crown Vic taxi also available free to everybody? If so a link would be nice ;-)
got it from this site http://www.dmi-3d.net/index.html
Nice looking website with quite the collection of cars for sure. Right now the freebie downloads appear to be offline while they are fixing somethings on their site, fine. I also did not locate the taxi, mind you didn't comb through every page either. Ford made a lot of vehicles lol ...
If the taxi has blades you can select those in the modeler to make them as a separate item. Then you might be able to add them to another car. Some reshaping may be required. For rigging them to work, using the bone editor you might be able to rearrange the end locations of the bone enabling the dials on the Parameter Tab to make the wipers rotate as desired.