Zombie Apocalypse Vehicle Headlights

I got the Zombie Apocalypse Vehicle (https://www.daz3d.com/zombie-apocalypse-vehicle) yesterday as a freebie during yesterday’s Golden Ticket sale.  The car comes with a material setting to turn on lights but that only turns on the rooftop lights and not the headlights.  Unfortunately, the headlights do not have their own surface (as do the rooftop lights) but are part of a larger surface group, so I can’t turn them into an emissive surface as is.  Has anyone who owns the car managed to create a surface for the headlights alone?

Thanks in advance.

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Comments

  • PerttiAPerttiA Posts: 10,024

    They don't look like headlights to me

  • felisfelis Posts: 4,338

    I don't have it.

    But if you look at it in Wire Texture Shaede, can you then see if the headlights have there own polygons.

    And if,  with the geometry Editor selected, select all these polygons, and right clcik Create surface from selected.

    Then you can make them emissive.

  • mdingmding Posts: 1,243

    PerttiA said:

    They don't look like headlights to me

    +1.

    That car is to "plough through undead hordes", so i guess this is just the armored front.

    Generally you could always add those lights in postwork. Or you use the geometry editor to create a new surface area and change the emissive color to your liking.

  • NorthOf45NorthOf45 Posts: 5,489

    How about a separate light-emitting prop like from Emission Profile Master? Not just for headlights, and you can vary the profile.

  • I just checked the images and there are no headlights, only the grill in front of where they would go.

  • It makes sense that the headlights would be where they are on Late 60s Cougars and Mustangs. I added emmissive planes in that area. 

  • jjoynerjjoyner Posts: 617
    edited September 2023

    Thanks all.  Prior to my post, I had thought about using the Geometry Editor or adding lights to fake headlights. The easiest path forward from your suggestions was that of First Bastion.  I will explore more with the Geometry Editor, though, later. 

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    Post edited by jjoyner on
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