is there a tutorial somewhere to make carskins in blender? because I have my bodies named properly but I cant seem to get the materials to import properly... or should i not have materials at all on the body because ive tried both and it didnt change anything. doesnt make a difference if i use .3ds or collada .dae when i import.
ill post my .blend file if its needed
[TM2] Blender and carskins
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- bobbotheclown
- Posts: 82
- Joined: 07 Dec 2010, 13:23
[TM2] Blender and carskins

roughly translated: the book of the dead.
Re: [TM2] Blender and carskins
blender isn´t supposed as a skin making software, of course you can skin with blender but it´s not that handy than with gimp or other graphic software.
If your materials are named correctly and you got a baked shadow as prelight, next step could be the image manipulator in blender. Just load your file into blender as a material ressource and assign it to the right uv map, there you can paint on the skin with the basic tools for painting which are included in blender.
If your materials are named correctly and you got a baked shadow as prelight, next step could be the image manipulator in blender. Just load your file into blender as a material ressource and assign it to the right uv map, there you can paint on the skin with the basic tools for painting which are included in blender.
All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
- bobbotheclown
- Posts: 82
- Joined: 07 Dec 2010, 13:23
Re: [TM2] Blender and carskins
you are aware i'm trying to import a 3d skin right?xrayjay wrote:blender isn´t supposed as a skin making software, of course you can skin with blender but it´s not that handy than with gimp or other graphic software.
If your materials are named correctly and you got a baked shadow as prelight, next step could be the image manipulator in blender. Just load your file into blender as a material ressource and assign it to the right uv map, there you can paint on the skin with the basic tools for painting which are included in blender.

roughly translated: the book of the dead.
- meuh21
- Posts: 1266
- Joined: 15 Jun 2010, 17:00
- Manialink: meuhbox
- Location: Dans mon champ...
- Contact:
Re: [TM2] Blender and carskins
You are aware skin is 2D and model is 3D right ? 

Re: [TM2] Blender and carskins

Name your parts > export you file > open with a software which could export this file to a proper 3ds > import this 3ds file with the nadeo starter as a game model (convert your file to a gbx)
The thing here is to make your file as a proper 3ds, blender ain´t got a 3ds exporter and the exporter plugins which are available doesn´t make a proper 3ds file which is compatible to the game (that´s what i know^^).
Maybe meanwhile there is a newer way which is better than this i described here, i´m looking for such...
Here are a few links:
http://www.maniapark.com/forum/viewtopi ... 86&t=22533
http://www.maniapark.com/forum/viewtopi ... 86&t=13729
http://en.tm-wiki.org/wiki/Creating_Cus ... h_Freeware
http://www.maniapark.com/forum/viewtopi ... 86&t=22272
http://www.maniapark.com/forum/viewforum.php?f=86
But as said, they are all a bit old and not up to date (except the one which describes the importing of a shootmania model with blender)

Nadeo should make fbx files importable as driveable models, this should make things a bit easier

All of my TM2 skins > http://www.maniapark.com/liste_car.php?a=24451&aS=24451
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
All of my TM2 items > http://www.maniapark.com/liste_object.php?game=1
- bobbotheclown
- Posts: 82
- Joined: 07 Dec 2010, 13:23
Re: [TM2] Blender and carskins
FREAKIN' FINALLY
ok so blender doesnt export .3ds files for crap, and i had a couple things out of place. so i fixed them and exported a collada .dae file again.
also when you import a collada dae from blender, for some reason it leans forward 90 degrees, but that can be fixed by rotating the whole thing back 90 degrees.

im so happy. i finally did it. gonna do a little more work before i upload it anywhere.
and thanks for the help xray, sorry about the misunderstandable post i made.
ok so blender doesnt export .3ds files for crap, and i had a couple things out of place. so i fixed them and exported a collada .dae file again.
also when you import a collada dae from blender, for some reason it leans forward 90 degrees, but that can be fixed by rotating the whole thing back 90 degrees.

im so happy. i finally did it. gonna do a little more work before i upload it anywhere.
and thanks for the help xray, sorry about the misunderstandable post i made.

roughly translated: the book of the dead.
- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: [TM2] Blender and carskins


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Re: [TM2] Blender and carskins
Bobotheclown: Do you have a breakdown of how to get a 3D car model out of Blender into TM2?
Looking at all the old tutorials, I can't tell if sBody & dBody are needed, what skins exactly are needed. Is there a "bare minimum" you can export with, say sBody & Diffuse map? Also, do the wheels have their own UV map, or can you bundle everything into 1 material / uvmap?
Looking at all the old tutorials, I can't tell if sBody & dBody are needed, what skins exactly are needed. Is there a "bare minimum" you can export with, say sBody & Diffuse map? Also, do the wheels have their own UV map, or can you bundle everything into 1 material / uvmap?
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