3dsimed how to texture both sides of object
This is why I'm getting double sided faces. One side is the image, and the other side is a mirrored inverse of the image. When you drag and drop an image into GSU, it seems to automatically paint both sides of a face using the texture image.
![3dsimed how to texture both sides of object 3dsimed how to texture both sides of object](https://img.yumpu.com/52885455/1/500x640/gpl-to-rfactor-track-conversion-tutorial-3dsimed.jpg)
Here's the deal I found with the 'bleeding' textures however. In this way, it's sort of like printing out a flattened version of a 3D paper model, cutting out the different parts, and assembling it together into the 3D form. After that, I can then position and scale the face as necessary. From there I can then cut out the textures I need by drawing a line around the appropriate parts of the image, exploding the face and surrounding lines, erasing the lines outside of the texture I want to use so as to delete the unnecessary parts, and then regroup the remaining lines and face containing the texture I want to use. Because of this, I had an 'aha!' moment and I have found a way to solve the issue.įirst, I'd like to point out that I like to use the drag and drop method because it seems easier to map out textures that way by keeping things neat and on a singular texture bmp image that I have mapped out beforehand.Īfter creating a bmp image with all the textures I will use, I can drag the bmp into the GSU program, which will automatically make it into a face with four sides. Vince, thank you very much for your response. If you can see both sides of a surface because of 'bleed through' then I don't know what the poly count would be but I would be concerned if my models exibited such a condition because of needless doubling of the poly count. Current opinion is that you can create a single SU object with almost 9900 polys. A face on that cube with a stray endpoint on one edge will end up with at least 3 and probably 4 polys instead. What really affects the poly count is the endpoints. A rough frame of reference might be if the object has no curves or circular objects in it, the poly count will be approximately 3 times the number of faces. The poly count is not directly proportional to the face and edge count as given in the SU model info window. A simple cube, with all six faces textured will have 12 polys. The polygon for MSTS is actually a triangle, as it is defined by 3 endpoints. bmps, or the textures provided by SU? The SU textures have some strange encoding, and are(were) zipped up in a. Performance would be another issue as it is another face to draw on. I do not believe that it affects poly count at all. tga however will appear on both sides, and I have done this somewhat successfully. My experience with SU which entails versions 6, 7 and 8, is that a face in SU textured with a. Sorry if my terminology isn't on point, but I'm absolutely new to this.Starting at the top, I would ask which version of SU you have though I think you have 8. Is it okay if I publish the track (as soon as it's finished) and mention him anyway? Otherwise I will just convert it for myself.
![3dsimed how to texture both sides of object 3dsimed how to texture both sides of object](http://www.lakedistrict-architect.co.uk/renderimages/textextrctfull.jpg)
On a side note: I tried contacting the original Author of the rF track but got no response. How can I export the track from 3DSimEd to Blender and back to 3DSimEd without losing transparent materials? Alternatively, what do I have to do in Blender in order to see the correct Alpha channels? I found out I can change the "Blend Result" to "Alpha Chroma" for each material, but there are dozens of materials. When I re-import the FBX (created by 3DSimEd, or Blender), it's still the same way (also in-game). After doing so, all the materials' alpha channels are somehow broken and transparency turned black. In order to do that I export the track to FBX and import it in Blender. I converted it successfully to a drive-able state, but now I want to change a few things to it in Blender. I'm completely new to modding tracks and I started converting an rFactor track to Assetto (for personal use) with 3DSimEd.