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Plan to learn uv-mapping using Blender, but....



  • Remembering some of the beer bottles I made textures for, I noticed that the labels did not come out the way I wanted them to. They fitted inside a template, so it looked janked. I remember talking to Lee about this, and he explained for some things, uv maps need to be modified to make the textures fit. There are a countless many things in GTAV that needs UV maps to make textures work. The Daschound bus station comes to mind. If I made a GreyHound texture, it would not work. There are many buildings, convenient stores, and other landmarks, that will need modified UV maps to make textures for. With all that said, once I have produced my first UV map, what to I do with it? How do I go about importing into a format compatible with GTA V? Any other special considerations, while I am going through the learning phases?



  • @eshenk UV Maps aren't a standalone entity that can be imported into the game, they exist on the model. You have to modify them on the model and you have to do that either in ZModeler3 or possibly 3DS Max for some things.

    So you export the model, change the UV mapping, import the model back into the game.



  • @LeeC2202 Fantastic! This makes things easier for me, working with an existing model, not sure why I didn't come to that conclusion on my own. So if I have a .ydr file with a model in it, Blender will recognize the format, and allow for manipulation?



  • @eshenk said in Plan to learn uv-mapping using Blender, but....:

    Blender will recognize the format, and allow for manipulation?

    Nope... Blender won't have a clue what that is.

    3DS Max will work with some things but ZModeler3 is what most people use.



  • @LeeC2202 Blender is a tool that can not do this? There is a wiki with lessons on how to manipulate UV maps, so you are certain Blender cannot absolutely do this?



  • @LeeC2202 OR can't you learn from the existing textures? You don't necessarily need to edit the the uv-mapping.


  • MODERATOR

    https://forums.gta5-mods.com/topic/807/tutorial-accepted-multiple-liveries-methode-for-any-car/6

    Think this basically teaches you how to do UV mapping in Zmod3.
    And if it's a beer bottle, a building, sign or car shouldn't matter to much on the principle (I guess?)



  • @eshenk Blender cannot do this for this game... that's the important point. It's not whether a programme can do it or not, it has to do it and then produce something that is compatible with the game... Blender doesn't do that with this game.



  • @LeeC2202 Ok I figured as much. You would think it would be a universal thing. It's just weird to me that there would be a particular program that could work with things, that another competing program could not do. I trust your judgement, so I will go the route you recommended.



  • @eshenk said in Plan to learn uv-mapping using Blender, but....:

    You would think it would be a universal thing. It's just weird to me that there would be a particular program that could work with things, that another competing program could not do.

    Outside the modding world, that's pretty much true. Sadly, when you are dealing with custom formats, you need custom solutions.



  • @LeeC2202 Import the obj in 3ds Max or ZModeler 3, export it as a compatible format for Blender, edit the model/uv-map, export the model as a compatible format for 3ds Max, import in 3ds Max, setup the hierarchy if needed, export the object in openFormats, done?

    @eshenk Blender can not do it DIRECTLY for this game. Though the tools are the same for all 3d programs. The reason it works for 3ds Max is because a guy released a suite of tools called GIMS Evo that can allow us to export/import GTA models.



  • @AHK1221 said in Plan to learn uv-mapping using Blender, but....:

    GIMS Evo

    Anything special I need to know about GIMS Evo? Or does it take care of itself when using a program that already understands it?



  • @AHK1221 said in Plan to learn uv-mapping using Blender, but....:

    that can allow us to export/import GTA models.

    Some, GTA models... it can't do vehicles from what I can see, because you can't export vehicle yft files into OpenFormats as anything other than a skeleton... which is really annoying I might add. :(

    @eshenk said in Plan to learn uv-mapping using Blender, but....:

    @AHK1221 said in Plan to learn uv-mapping using Blender, but....:

    GIMS Evo

    Anything special I need to know about GIMS Evo? Or does it take care of itself when using a program that already understands it?

    It only works in 3DS Max.



  • @LeeC2202 Will it be intuitive enough for me to figure out what steps I need to take to get this done? Or will I need a GTAV-specific tutorial?



  • @eshenk Install GIMS Evo for 3ds Max here:
    https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support

    And then follow the instructions so that you can familiarize yourself with the program/suite of tools:

    The import function works for vanilla props/models too(except for the vehicle stuff, as @LeeC2202 mentioned above :P )

    If you want, I can write a mini-tut explaining some features of GIMS Evo with images.

    @LeeC2202 Well, nearly all GTA models excluding the vehicle stuff :P



  • @AHK1221 If you have anything useful, not included in the video, by all means, I would appreciate it.


  • MODERATOR

    been doing some reading here (seems a lot of familiar names hang out)

    http://gtaforums.com/topic/836266-vrel-gims-evo-for-gta-v/page-26



  • @eshenk Oh yeah, also one thing I forgot to tell ya, I've been told GIMS doesn't work too well with 2017 3ds Max. I have 2016 so nothing to worry about for me.

    I have a couple of things that you may find useful, so I'll do a little tutorial in the Tutorial section.



  • @AHK1221 Ok thanks. Lee actually warned me of how frustrating it can be. I heeded his warning then, but know I have finally come to a place, where everything I want to do, will need me modifying uv maps to make my ideas come to fruition, LOL.



  • @eshenk said in Plan to learn uv-mapping using Blender, but....:

    @AHK1221 Ok thanks. Lee actually warned me of how frustrating it can be. I heeded his warning then, but know I have finally come to a place, where everything I want to do, will need me modifying uv maps to make my ideas come to fruition, LOL.

    Just remember this... not all problems can be solved with just UV mapping, others need mesh modification.



  • @LeeC2202 Mesh modification - can that also be done using 3ds Max?



  • @eshenk Yep.



  • @LeeC2202 Shhh!
    He doesn't need to know about that now...
    He'll learn soon enough xD



  • @LeeC2202 Fantastic! Now I only look forward to being frustrated, just as you had told me I would be, LOL.



  • @eshenk said in Plan to learn uv-mapping using Blender, but....:

    frustrated

    Word of the day when it comes to GTAV modding... I use that word a lot.


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