Haha I'm doing the same brother 😂 I tried the same way like mapping the car but the wheels are just a nightmare, I gave up after 10 minutes of trying 😂
Well what I’ve figured out so far is that you would just split the face with the barrel and flatten the barrel! I’ve successfully made a map for a one piece wheel and made it a 2 piece wheel with a chrome lip
These are the best AC/3ds guides online period. Thank you. One question. I've mapped a car and forgotten a part. Is there an easy way to go back in and add it or am I starting over?
Thank you! And yes there is a way! So you go and select everything you want on the map again. Isolate it. Apply poly select while having everything you want on the map selected. Select the part you forgot. Do the same procedure that you did for the other parts. Place the forgotten part outside of checkered square in the unwrap uv step. Apply poly select to the modifier stack again. This time select all, and go straight to unwrap uv. Then place the forgotten part where it needs to go in the map. Hope this helps!
Your tutorial helped a lot thanks. And what's the difference between uv map and ao map? I want to separate the parts to make skin but I'm little bit confused is the samething or different thing.
It’s a common confusion in terminology. So UV map is when you map the parts and place it in the uv space in 3ds or blender. An AO map is actually a entirely seperate thing. You need to have a proper uv map with all the parts on the uv map to create an AO map. An AO map is an ambient occlusion map, with a purpose of creating shadows for more realistic texturing. An ao map is a texture where a uv map is what you need to create the ao map
i use blender. It looks like 3ds has a "project from view" built into for mapping that's better than blender... but anyway my main question i have is.... Assetto ignores overlapping UVmaps but still does the AO correctly? For example the car has a wing on it, and you did a top-down project from view map, so the top of the wing and the underside are on the same uvspace, but when yo calculated the ao in the cs showroom, the bottom of the wing had shadow and the top did not. I cannot fathom how that works.
Watching that back again, yeah I should have split the wing so the underside was separated from the top haha. I think on the map if you look at the underside of that wing it’s prob just black then
I've been following this step by step and my Maps just explode when I get to the last bit of trying to arrange the map as a whole. I'm pulling at my hair here.
Thanks for the videos and tutorials precise and to the point. Can I ask you if there's like decal packs or something similar for livery creation, where do modders get their decals/stickers?
Thanks for your tutorial, but after I map the car, CM can't calculate the dds document correctly, for example, the left rear door on the map is dark. Hope you could help me to fix this.
Make sure there’s not duplicate mesh on that door. Sometimes people would put an inner layer on the door and you would accidentally map that inner layer instead of the outer layer
sup man, would you recommend saving the body uv map 1st and then add it as a bitmap in the material editor? or can I just save it to the "car fbx" like you did and then use the bitmap for other details on the car (interior, suspension, etc)?
@@masashi2159 I get what you're saying Personally I haven't tried saving the uv map to the base color bitmap, but I don't see why you cant do it, since that's the usual procedure with other details as well could be much neater imo, I gotta try it out and see how it'll turn out good suggestion
Hi maaan ! Im trying to make some AO for a personnal car. Im kinda blocked, when i do the Last AO with everything in the box (my bimmer got some black parts so i putted them all in a side by logic) i tried to get into ks editor but my car was not reskined... Its frustrating 😂😝
Make sure to check your materials in 3ds. Make sure the part that you are mapping has the body material you intend to use. If it’s fully black then chances are the parts don’t have the correct material or the parts are not in the uv space in the editor
@@MamiyaMotors haha he said "what game"...i found this video kinda by accident, i'm trying to figure out why my front wheels are turning out too far and skidding on the road, some cars the tires are literally sideways in the well...but anyway this video was a hit and i watched and am getting excited to venture into modding ...so i will subscribe and like etc and in advance thank you for your shared knowledge
The fact he missed the front right bumper though the entire tutorial gave me anxiety XD
😂yeah I had to go back and add that later on
Awesome video brother! Thanks for fixing up my car 💜 plus kept things in mind like deleting the oem side skirts to reduce holy count.
You’re welcome man! Yup always good to try to get rid of unnecessary poly’s
i love ur tutos :D
Looks fire as always
Thank you bro👍🏻
Sou brasileiro e entendi perfeitamente o vídeo!!! Obrigado
Amazing work man, could you do an AO map tutorial for wheels please?
Currently working on how to do right now 😂 once I figure it out and able to teach someone I definitely will!
Haha I'm doing the same brother 😂 I tried the same way like mapping the car but the wheels are just a nightmare, I gave up after 10 minutes of trying 😂
Well what I’ve figured out so far is that you would just split the face with the barrel and flatten the barrel! I’ve successfully made a map for a one piece wheel and made it a 2 piece wheel with a chrome lip
Mine doesn’t just drag way when I have all selected it just moves as one?
Hey bro do you do any paid live tutorials for is editor/material selections and hierarchy naming?
These are the best AC/3ds guides online period. Thank you.
One question. I've mapped a car and forgotten a part. Is there an easy way to go back in and add it or am I starting over?
Thank you! And yes there is a way! So you go and select everything you want on the map again. Isolate it. Apply poly select while having everything you want on the map selected. Select the part you forgot. Do the same procedure that you did for the other parts. Place the forgotten part outside of checkered square in the unwrap uv step. Apply poly select to the modifier stack again. This time select all, and go straight to unwrap uv. Then place the forgotten part where it needs to go in the map. Hope this helps!
Your tutorial helped a lot thanks. And what's the difference between uv map and ao map? I want to separate the parts to make skin but I'm little bit confused is the samething or different thing.
It’s a common confusion in terminology. So UV map is when you map the parts and place it in the uv space in 3ds or blender. An AO map is actually a entirely seperate thing. You need to have a proper uv map with all the parts on the uv map to create an AO map. An AO map is an ambient occlusion map, with a purpose of creating shadows for more realistic texturing. An ao map is a texture where a uv map is what you need to create the ao map
@@MamiyaMotors Aha I always wondered what's the difference between them. Thank you for your explanation.
i use blender. It looks like 3ds has a "project from view" built into for mapping that's better than blender... but anyway my main question i have is.... Assetto ignores overlapping UVmaps but still does the AO correctly?
For example the car has a wing on it, and you did a top-down project from view map, so the top of the wing and the underside are on the same uvspace, but when yo calculated the ao in the cs showroom, the bottom of the wing had shadow and the top did not. I cannot fathom how that works.
Watching that back again, yeah I should have split the wing so the underside was separated from the top haha. I think on the map if you look at the underside of that wing it’s prob just black then
We need How To PBR tutorial!
Hey man awesome tutorial! whenever I generate AO map and it finishes rendering the map is just white... What have I done wrong?
The old map is showing on the car like a livery after ive remapped it. How do i fix that?
I've been following this step by step and my Maps just explode when I get to the last bit of trying to arrange the map as a whole. I'm pulling at my hair here.
If you’re in my discord I will be trying to help another dude with a similar issue in about an hour ish
Thanks for the videos and tutorials precise and to the point. Can I ask you if there's like decal packs or something similar for livery creation, where do modders get their decals/stickers?
Not sure if there are already made publicly available packs for decals. I imagine there is somethin like that but I don’t know if any
in acmp discord there are, yes
Yup, thanks to both, Im a part of the discord now 🤙🏽
i discovered that you can make an AO map using CM, can you do a full guide on that aswell?
You can generate an AO map, yes. You cannot physically edit and change your UV map in showroom tho
yes
Thanks for your tutorial, but after I map the car, CM can't calculate the dds document correctly, for example, the left rear door on the map is dark. Hope you could help me to fix this.
Make sure there’s not duplicate mesh on that door. Sometimes people would put an inner layer on the door and you would accidentally map that inner layer instead of the outer layer
sup man, would you recommend saving the body uv map 1st and then add it as a bitmap in the material editor?
or can I just save it to the "car fbx" like you did and then use the bitmap for other details on the car (interior, suspension, etc)?
Hmm, I’m not sure I understand your comment here!
nvm, i figured it out
@@masashi2159 I get what you're saying
Personally I haven't tried saving the uv map to the base color bitmap, but I don't see why you cant do it, since that's the usual procedure with other details as well
could be much neater imo, I gotta try it out and see how it'll turn out
good suggestion
Hi maaan ! Im trying to make some AO for a personnal car. Im kinda blocked, when i do the Last AO with everything in the box (my bimmer got some black parts so i putted them all in a side by logic) i tried to get into ks editor but my car was not reskined... Its frustrating 😂😝
If you’re in my discord I can prob try to help better in there! Also there’s a lot of other people that might be able to help as well
i clicked ctrl A to select all and go to modifier>Poly select
but i cant click it
Did you make sure you are not into a polygon selection or something within the editable poly/mesh?
@@MamiyaMotors hey can we chat in direct message on instagram my ig is @brap.stutu_ cuz its difficult to chat here
So what if my end result is entirely black
Make sure to check your materials in 3ds. Make sure the part that you are mapping has the body material you intend to use. If it’s fully black then chances are the parts don’t have the correct material or the parts are not in the uv space in the editor
@@MamiyaMotors Yeah parts weren't in the UV space, I had already figured it out. Thanks for the reply though.
how do you freely position the mapped parts of the car?
You select the polygons/islands for the UV maps and just drag them around in the UV editor
5:24 how did you delete the selected box like when you click and dragged?
i kinda need this cause im try to get a certain section and I tried every angle possible
I believe the function you’re referring to is alt+click and drag to deselect
What game
Assetto corsa on PC
@@MamiyaMotors haha he said "what game"...i found this video kinda by accident, i'm trying to figure out why my front wheels are turning out too far and skidding on the road, some cars the tires are literally sideways in the well...but anyway this video was a hit and i watched and am getting excited to venture into modding ...so i will subscribe and like etc and in advance thank you for your shared knowledge
hey man do you have a link to the car by any chance
Sorry this car is a private car that I was helping with
hello, can you share your showroom with me?
yo can you add chapters to this?
Oh like the time stamps?
@@MamiyaMotors yeah if you add time stamps with labels in the description, it automatically makes them chapters
Oh ok I’ll try it out in a bit!