[TM2] Blender and carskins

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bobbotheclown
Posts: 82
Joined: 07 Dec 2010, 13:23

[TM2] Blender and carskins

Post by bobbotheclown »

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
Image
roughly translated: the book of the dead.
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xrayjay
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Re: [TM2] Blender and carskins

Post by xrayjay »

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.
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bobbotheclown
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Re: [TM2] Blender and carskins

Post by bobbotheclown »

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.
you are aware i'm trying to import a 3d skin right?
Image
roughly translated: the book of the dead.
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meuh21
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Re: [TM2] Blender and carskins

Post by meuh21 »

You are aware skin is 2D and model is 3D right ? :mrgreen:
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xrayjay
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Re: [TM2] Blender and carskins

Post by xrayjay »

:D Your first post could be misunderstood. For 3d import there are a few tuts but none is new, just some old stuff. Generally it´s the same like it was in the past.
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 :yes:
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bobbotheclown
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Joined: 07 Dec 2010, 13:23

Re: [TM2] Blender and carskins

Post by bobbotheclown »

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.

Image

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.
Image
roughly translated: the book of the dead.
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phil13hebert
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Re: [TM2] Blender and carskins

Post by phil13hebert »

:1010 For this model! I love halo ghosts :D
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
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TMarc
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Re: [TM2] Blender and carskins

Post by TMarc »

Nice :thumbsup:
colkai
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Joined: 24 Jan 2016, 17:52

Re: [TM2] Blender and carskins

Post by colkai »

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?
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