Texturing the model: Detailed explanations of shaders and textures + Mapping

Introduction

The mastery of textures and shaders guarantees a very high quality model! This is one of the most important parts of the conversion

A shader is in a way a material, so you have to use precise shaders on specific materials in order to have the most realistic rendering possible.

It is possible to greatly improve the rendering of your model thanks to the creation of BumpMap




Adding the necessary textures in the "Textures Browser"



The textures we are going to use are to be added in the  Zmodeler 3 Textures Browser , don't panic if you don't add all the ones you are going to use from the start, it is always possible to add some later!

- Open the » Textures Browser «:

- Go to "  All textures   " then click on "  Add   ":

- Download and add the env.dds texture from:  ESSENTIAL MODDING PACK

- Click on "  New goup   " then name this group "  vehshare   ":

- Open OpenIV and navigate to  GTA V \ x64e.rpf \ levels \ gta5 \ vehicles.rpf . In the search bar at the top right, type "  vehshare   " then open "  vehshare.ytd   " which will appear:

- Click on "  Export all textures   " then select "  .PNG   " and export everything in a folder named "  Vehshare   " on your PC since you will need these textures each time:

- Once the textures have been exported, delete all unnecessary textures to keep only those visible on this image:

- Now import all these textures in the "  vehshare   " group created on Zmodeler 3:

- Now create a new group with the name of your choice and add the textures of your vehicle ( those from GTA San Andreas .txd, GTA IV .wft, those converted from Forza or those given in various formats with your 3D model, or your own custom textures ):

Prepare a shader and locate its location

When your vehicle is not textured ( all gray ) it is difficult to find out which part of the vehicle a shader belongs to. Some shaders sometimes correspond to a simple tiny button in the cabin, a small logo, a light… etc… so it is very difficult to find. So little tip: Put it in fluorescent green in order to see it stand out from the other parts of the car to be sure of what we are going to modify! 

It is also important to prepare your shader by correctly setting the diffuse and specular colors and then modify the power as indicated below, because since an update of Zmodeler 3, the diffuse and specular colors influence the colors of the elements in the game. A diffuse red color on a white textured shader, like white carpet, will have the effect of making your carpet red in game. It may be Chinese for now but it will quickly fit in once you will have understood the trick!

- Open the "  Material Browser   ":


- I advise you to carry out the assignment of the shaders and the texturization in the order of the materials in order not to forget anything.

- Select the first material ( under the »  Default Material  «, we will not modify it ) then click on the parameters at the top right, navigate to »  GTA V   » ► »  Vehicle generic   » select the shader »  vehicle_detail2   »:


- Double click on the material in question to open the properties. Fold the menus "  Parameters: Alpha, Blend, Depth  ", "  User-Defined options   " and "  Material States   " because they will not be used. In "  Color Parameters   " select white as "  Diffuse Color   " and light gray as "  Specular Color   " then set the " Power   " slider  to around  1200 . There is no exact value, it doesn't matter if you are slightly above or below. (On old versions of Zmodeler 3 these parameters do not affect the vehicle in play, it is purely visual on Zmodeler in order to have a better rendering, but since an update as explained above, the shaders will be affected by the colors.)  :


- In the " DETAIL   " menu  click on the white box with the " ...  " to the right of "  Texture map:   " and select the texture "  carbon_mesh_shader_spec   " which is in the "  vehshare   " group in order to locate what will change on the model since the part will turn green and will therefore be easily distinguishable:


- Now that we know what we are going to modify ( here the front LEDs ), we will be able to assign the appropriate shader as well as the texture, the bumpmap if necessary and the specmap.

Information and details on Shaders and textures (detail, bumpmap, specmap, mask ...)

-Depending on each part of the vehicle it will be necessary to assign a certain Shader. Each Shader is different, which is why you have to choose it well according to the material. Example: to make metal we will not use the same Shader as for plastic or windows, to make lights we will not use the Shader of tires ... etc ...
-In most cases the texture to be used is given in the name of the material. It will therefore be necessary to use the latter in "  DETAIL  " if the name of the material is similar to "  Matte: FF00FFC8 Is that the texture is simply a color, so you will have to open Photoshop, create a new project with a size of 4 × 4 pixel, apply a color to it then save it as .JPEG to then import it into the group Zmodeler texture.
-If you have no idea which texture to use, try several until you find one that will match.

IMPORTANT: Even if the rendering during the application of the shader and the texture is disgusting (stretched texture, in the wrong place…) DON'T PANIC, I'll show you how to best arrange this further down the page! Everything in its time !

WHICH SHADER TO USE AND FOR WHAT:


►PLASTIC / LEATHER / CARPETS / RUBBER / FABRICS:
►► 
 vehicle_mesh
DETAIL ►  Your
BUMPMAP texture ► Your custom bumpmap ( this is a purple texture ), either it is supplied with the textures of the vehicle you are converting, or it must be created by following the steps for creating a bumpmap further down on this same page. Otherwise use the  "  blank_normal   "textureavailable in "  vehshare  ", but the rendering will not be as nice.
MASK ►  Do not touch anything, leave the default texture
SPECMAP  ► Download and import the texture " platic_spec2  " from: ESSENTIAL MODDING PACK

►CHROME:
►► 
 vehicle_mesh
DETAIL ►   "  black   " from "  vehshare" 
BUMPMAP  ► If you want to leave the chrome without relief ( smooth ), do not touch anything, leave the default texture which will be "  blank_normal  ", otherwise create your bumpmap in following the manipulation detailed below MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do not touch anything, leave the default texture which will be »  vehicle_generic_smallspecmap  «  ENV  ► Do not touch anything, leave the default texture which will be »  env.dds   »That you will have added at the beginning


► STEEL:
►► 
 vehicle_mesh
DETAIL ►   "  black   " from "  vehshare" 
BUMPMAP  ► If you want to leave the steel without relief ( smooth ), do not touch anything, leave the default texture which will be "  blank_normal  ", otherwise create your bumpmap by following the manipulation detailed below
MASK ►  Do not touch anything, leave the default texture
SPECMAP  ► Download and import the texture " specmap_acier   " from: ESSENTIAL MODDING PACK
ENV  ► Do not touch anything, leave the default texture which will be »  env. dds   ”that you will have added at the beginning

►CARBON
FIBER : ►► 
 vehicle_mesh
DETAIL ►  A carbon fiber texture found in a higher texture pack
BUMPMAP  ► Use the carbon fiber texture bumpmap from the pack  (if it does not exist, create it by following the manipulation detailed below) or leave the default texture which will be "  blank_normal   " for smooth carbon fiber MASK ►  Do not touch anything, leave the default texture SPECMAP  ► "  carbon_mesh_shader_spec   " from "  vehshare  "  ENV  ► Do not touch anything , leave the default texture which will be »  env.dds


  »That you will have added at the beginning

►METAL BLACK OR COLOR:
►► 
 vehicle_mesh
DETAIL ►  Your texture or a color which will be the color of the
BUMPMAP metal ► If you want to leave the metal without relief ( smooth ), do not touch anything, leave the default texture which will be »  blank_normal  «, Otherwise create your bumpmap by following the detailed manipulation below

MASK ►  Do not touch anything, leave the default texture
SPECMAP  ► "  carbon_mesh_shader_spec   " from "  vehshare  " 
ENV  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you added at the beginning

► INTERIOR SCREEN (dashboard background, GPS, radio screen…):
►►  vehicle_emissive_opaque
DETAIL ►  Your texture  MASK ►  Do not touch anything, leave the default SPECMAP texture ► Do not touch anything, leave the default texture which will be »  vehicle_generic_smallspecmap  "  ENV  ► Do not touch anything, leave the default texture which will be"  env.dds   "which you will have added at the beginning


►LIGHTS OFF (interior ceiling light, lighthouse light background or lights…):
►►  vehicle_lights
DETAIL ►  Your texture  MASK ►  Do not touch anything, leave the SPECMAP default texture  ► Do not touch anything, leave the default texture which will be »  vehicle_generic_smallspecmap  "  ENV  ► Do not touch anything, leave the default texture which will be"  env.dds   "that you will have added at the beginning


►PERMANENTLY ON LIGHTS (LEDs) OR OTHER LIGHTS (headlights, lights, indicators, etc.):
►►  vehicle_lightsemissive
DETAIL ►  Your texture  MASK ►  Do not touch anything, leave the default SPECMAP texture ► Do not touch anything, leave the default texture which will be »  vehicle_generic_smallspecmap  «  ENV  ► Do not touch anything, leave the default texture which will be »  env.dds   » which you will have added at the beginning


► LICENSE
PLATE : ►► 
 vehicle_licenseplate
DETAIL ►  Do not touch anything, leave the default texture which will be »  plate01  « 
-Transition ► Do not touch anything, leave the default texture which will be »  vehicle_generic_plate_font  « 
BUMPMAP  ► Do not touch anything, leave it default texture which will be »  plate01_n  « 
-Transition ► Do not touch anything, leave the default texture which will be »  vehicle_generic_plate_font_n   »  MASK ►  Do not touch anything, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be »  env.dds

  »That you will have added at the beginning

►TIRE:
►► 
 vehicle_tire
DETAIL ►  Your
BUMPMAP texture ► The bumpmap of the tire  (create it if it is not given by following the detailed manipulation below) MASK ►  Do not touch anything, leave the default SPECMAP texture ► Download and import the " specmap_pour_pneu   "texturefrom: ESSENTIAL ENV MODDING PACK  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you will have added at the beginning


►RIM AND BRAKE DISC (and ANY other element on the wheel must be on THIS shader otherwise they will be invisible in game):
►► 
 vehicle_tire
DETAIL ►  Your
BUMPMAP texture ► The rim bumpmap IF you need one  (create it if it is not given by following the manipulation detailed below)  OR "  blank_normal   " from "  vehshare   "  MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Use the specmap provided, or the same texture as  DETAIL , for a matte rendering in games, or "  carbon_mesh_shader_spec   " from "  vehshare 

 "For a metallic rendering, or the" platic_spec2  " texture of: ESSENTIAL MODDING PACK
ENV  ► Do not touch anything, leave the default texture which will be"  env.dds   "that you have added at the beginning

►EXTERIOR WINDOWS (windows, windshields, windows above the lights, glass roof…):
►► 
 vehicle_vehglass
DETAIL ► Download and import the texture “ vitres_exterieur  ” from: PACK DE MODDING ESSENTIEL MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do not touch anything, leave the default texture which will be "  vehicle_generic_smallspecmap  "  ENV  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you will have added at the beginning


► INTERIOR WINDOWS (internal side of the windshield and other windows + speedometer window):
►► 
 vehicle_vehglass_inner
DETAIL ► Download and import the “ vitres_interieur   ”texturefrom: ESSENTIAL MASK MODDING PACK ►  Do not touch anything, leave the default SPECMAP texture ► Download and import the texture " specmap_acier  " from: ESSENTIEL ENV MODDING PACK  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you have added at the beginning


►BADGES (interior buttons, brand on brake calipers, grilles, logos…):
►► 
 vehicle_badges
DETAIL ►  Your texture in transparent format  (.png, .dds, .tga…  NO  .jpeg for example)
BUMPMAP  ► The bumpap grid or brand provided, or create it by following the manipulation detailed below  ("  blank_normal   " from "  vehshare   "  IF  it is an element to be left in 2D) MASK ►  Do not touch anything, leave it default texture SPECMAP  ► "  black   " from "  vehshare  "  ENV


 ► Do not touch anything, leave the default texture which will be "  env.dds   " that you have added at the beginning

►MAIN PAINT :  (Add [PAINT: 1] after your material name)
►► 
 vehicle_paint ► vehicle_paint1
DETAIL ►   »  vehicle_generic_smallspecmap   » from »  vehshare  «  MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do nothing touch, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you have added at the beginning


► SECONDARY  PAINT (Add [PAINT: 2] after your material name)
►► 
 vehicle_paint ► vehicle_paint2
DETAIL ►   »  vehicle_generic_smallspecmap   » from »  vehshare  «  MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do nothing touch, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be "  env.dds   " that you have added at the beginning


DON'T HAVE THE INVISIBLE LIGHTS UNDER THE GLASS:
It may be that during the in-game test or even on Zmodeler the lights are invisible, this problem can be fixed in two steps. The first is in the material browser. The material of the glass above the light must be  BELOW  the light in the list of materials, I advise you to place the material of the glass ( or panes if there are several) at the very bottom of the material list and the light material at the very top of the list. To move a material, select it then hold the click on it and move it where you want by going up or down the list with the mouse wheel. The same must be done for the speedometer: the protective glass at the very bottom ( if you have one ) and the background screen as well as the hands at the top.
The second step to avoid this problem can be found in the "  Finalization of the prioritization   " part of this tutorial.

EXAMPLES:

Here are in-game screenshots of a vehicle with notations for the materials used. All the materials are not designated because otherwise we will not see much, but know that the most used material in a vehicle is the “ vehicle_mesh  ” shader !







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