H13N.H3N Posted November 10, 2008 Share Posted November 10, 2008 I just want to know, if the UV Coords in reflections really matters as in SA but in GTA Vice City and III?, as many of you might now already, Unwrapping diffuse map and UV mapping the reflection in SA vehicles exported from 3D Studio Max are not... as easy as might would... since the reflection and the diffuse map can't be exported in different channels, my question (again) is that if GTA VC and GTA III does work with reflections according to the UV Map of the vehicle, or if the reflection system is independent from the way the UV is exported with the car from 3DS Max. the answer might save me some time with VC and III vehicles at mapping. greetings Link to comment Share on other sites More sharing options...
rebel_36 Posted November 11, 2008 Share Posted November 11, 2008 its independent, no need to worry, theyre always applied the same way Link to comment Share on other sites More sharing options...
H13N.H3N Posted November 11, 2008 Author Share Posted November 11, 2008 its independent, no need to worry, theyre always applied the same way Nice to hear that, mapping vehicles skin for SA in 3D Studio get's frustrating, if you first align the UVs according to the reflection the came f*cked when you try to UV Unwrap, at least with one of the presets the unwraper have, i wonder if there are a way to export the relfection as a new channel rater than use it in the same channel that the diffuse map =( Link to comment Share on other sites More sharing options...
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