rFactor 2 Modding Tutorials

How to Convert a 3D Faceted, Triangulated Model
into a Quadrified, Smoothed, Textured GMT

 

  1. Import model in .3ds format
  2. Select model group to smooth.
  3. Right click on group and select convert to editable poly.
  4. Select editable poly in modifier list.
  5. Expand Editable Poly, Select vertex sub object level
  6. Select all visible vertex’s in the model.
  7. Under the edit vertices menu click on weld settings
  8. Lower tolerance until model looks right. I like “0.02”
  9. Click weld.
  10. Click polygon in the editable poly drop down list.
  11. Select all visible polygons
  12. Under polygon smoothing groups click 1 group to assign all selected polys to smoothing group.
  13. Select the model group.
  14. Select polygons in the modifier list under editable poly.
  15. In the graphite modeling tools on the ribbon on top go to geometry all and select quadrify selection. (more kool tools here)
  16. In the rendering drop down menu on the top of 3ds select render to texture.
  17. Select all the polys in the model
  18. In the render to texture menu set the location of your vehicle texture folder maps.
  19. Under the selected object settings change padding to “6”
  20. Under mapping coordinates change channels to “1”
  21. Under output click add and select complete map (notice other types.)
  22. Under selected element common settings choose texture size for vehicle, I choose “2048×2048”
  23. Under selected element common settings select texture name and type.
  24. Under automatic mapping changes threshold angel to “55”
  25. Under automatic mapping change spacing to “.002”
  26. Click “unwrap only” at the bottom of the menu.
  27. In the modifier list you will now notice an automatic flatten UV added to the list.
  28. Select face in the drop down and select all faces.
  29. Below in the edit UVs panel click open UV editor.
  30. You will now notice the UVs of the vehicle have been automatically unwrapped for you. Edit them to refine.
  31. In the edit UVW window click the tools drop down and select render template.
  32. Change height to 2048×2048
  33. Make other selections you wish.
  34. Click render UV template.
  35. Save the rendered template to the vehicle maps folder.
  36. Add texture map to car.
  37. Save file as 2012 max file of your name choice in vehicle max folder.
  38. Save file as 2010 max file in your max folder.
  39. Close 2012 64 max and open 2010 32 max.
  40. Select the model group in the main window
  41. Hit m open the material browser
  42. Chose default material 1
  43. Next to the eye dropper where is says 01 – Default select the text and change name to “test_car_body”
  44. You must use a Multi/Sub material as a container for gMats
  45. Click on Standard button, and select Multi/Sub-object material
  46. Select keep material as sub material.
  47. Delete sub materials from 2 to 9, just keep first one.
  48. Fill “Name” and “Sub-Material” fields with “temp_test”
  49. Click the button under sub-material
  50. Next to the eye dropper where is says test_car_body slect the text and change name to “temp_test”
  51. Click standard next to drop down.
  52. Select gmotor2 from the list.
  53. Under textures in the panel below click gTex button and select the .dds map that you created in max 2012.
  54. Drag the new material to the model group in the main window.
  55. Now in the hammer menu or tools menu. Under utilities choose “more”.
  56. click “GMT converter v2.52g”
  57. Under gmt output choose you mas folder in your vehicle folder.
  58. Under the instance menu
  59. Check mark “move”
  60. Checkmark “smooth” and “omni”
  61. Click gmotor under shadows
  62. tan “-1,1”
  63. bin ”-1,1”
  64. LOD in “0.0” & LOD out “10000.0”
  65. Click on “do mesh” in the GMT Output menu above.

 

 

if you’ve done it right you should get a mesh.gmt in your mas folder and a successful export window in max 2010. now you have a wrapped, shaded, textured, smoothed .gmt to put in your .gen files.

 

By Kris Rand