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Tutorial: How to map and make templates for GTA IV models

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This tutorial will walk you through how to map and make templates for your GTA IV models. It will also show you how to add dirt to your model.

There may be several different ways to do this, maybe better and faster, but this is how I do it. Take it or leave it! ;)

Tools needed:

- ZModeler2.

- GIMP/Photoshop. (Paint as backup. Please don't use Paint....)

- OpenIV. (SparkIV as backup.)

- The Compressonator.

- G-Texture.

Good luck!!!

NB: REMEMBER TO SAVE FREQUENTLY!!!

cooltext688029218.png

Start by making a work folder where you put your "model".wft and all the textures from "model".wtd. You also need the textures from vehshares.wtd and on some occasions also the textures from vehshare_truck.wtd. You will also need this file: vehicleenvmap128.png. Download here!

Now open Paint or another image edtior and make a white png file, size 2048x2048 and call it "modelname"_sign_1.png. In this case I will call it moonbeam_sign_1.png. Save it on your work folder.

Now open Zmodeler and import your model. Open the Texture Browser 45635333.png and import moonbeam_sign_1.png. Once you done that, open your Materials Editor. 24688622.png Create a new material 45746045.png and name it moonbeam_sign_1 paint3 [CLR:1]. Now add these textures to the texture layers (in this order):

19436110.png

The settings for vehicle_generic_smallspecmap.png need to look like this:

32063204.png

The settings for moonbeam_sign_1.png need to look like this:

30927627.png

The settings for vehicle_genericmud_car.png need to look like this:

82768110.png

The settings for vehicle_generic_smallspecmap.png (again, yes) need to look like this:

31799556.png

Now! Start moving all the car body L0 parts out of moonbeam.wtf in your hierarchy list. Like this:

84896666.jpg

I do this to basically get a better view of the parts I need to map and get things organized.

NOW LET'S GET STARTED WITH THE MAPPING!! RwAdD.gif

I'm gonna start with the left side of the car, then the right and then then remaining parts like the bonnet, roof, boot and the bumpers.

For the left side I'm gonna start with wing_lf_L0. Uncheck everything but that. Now enter SELECTED MODE and the Perspective view. Also enter Polygon mode and select Separated from the Select list. Like this:

54988924.jpg

Edited by corleone

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Start right clicking around on the wing_lf_L0 in Perspective view until you have selected all the white/grey parts. Make sure you get everything. Some parts may be small and hard to spot. DO NOT SELECT THE BLACK PARTS (INTERIOR) ON THE BACK SIDE!

Like this:

70869430.jpg

Now's that's done, uncheck wing_lf_L0 and move on to the left front door. (door_dside_f_L0.)

Do the same thing here. Map the white/grey parts and do not map the interior parts. Like this:

17752316.jpg

Uncheck door_dside_f_L0 and move on to the next door. (door_dside_r_L0.) Same thing here as abobe.

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Uncheck and let's move on the the biggest part, bodyshell_L0. Start selecting the left side of the bodyshell.

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With some models, like this one, you might get a little more than what you ask for when you select the parts you want. No worries, continue to select everyhing on the left side. Now to remove the unwanted selections, select the Quadr tool from the select list. Hold in CTRL and and right click with your mouse and drag over the parts you don't want.

17921757.jpg

And voil

Edited by corleone

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Now let's start on the right side of the car.

Do the same ting with wing_rf_L0, door_pside_f_L0 and door_pside_r_L0 as you did with the left side. Like this:

95138376.jpg

Uncheck them and check bodyshell_L0. Enter Submesh --> Detach --> and uncheck "To new object" and "Enable drag". Then press with your left mouse button somewhere on the LEFT SIDE selected parts on the bodyshell_L0. Like this:

24789711.jpg

Now close Submesh and under Select, select "None". Right click on the model. Nothing should now be selected on bodyshell_L0. Now select "Separated" and start your selection on the right side of the bodyshell_L0. Deselect the unwanted selections with the Quadr tool like I said before.

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Now enter the Materials Editor again, select moonbeam_sign_1 paint3 [CLR:1] and press Assign to selection and then OK.

Make sure you are in the right side view and enter Vertex mode again and select Surface --> Mapping --> Edit UV. Like before, remove the mapping from channel 1 and channel 2.

Like this:

55797751.png

And do this on the right side, just as you did on the left side:

20545228.png

Now open the moonbeam_sign_1.png file in your work folder with a image editor program. Select the left side you have inserted in the image file, copy it, flip it and move it under the left side.

Like this:

47210061.jpg

Save it!

Enter UV Mapper view again, deselect the left side parts if they are still selected and go on to select the right side and scale it and move it on top of the right side in the template, just like you did with the left side!

Like this:

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Now we have mapped both the left and right side of the car.

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Now go back to the Perspective mode and deselect all the parts on your hierarchy list except bodyshell_L0. Like we did on the left side, use the Submesh --> Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select the roof parts.

Like this:

95432836.jpg

Uncheck bodyshell_L0 for now and open bonnet_L0. No need to Submesh --> Uncheck on this one, so move right on to the Separated tool and select the top part of the bonnet.

Once you have done that, check bodyshell_L0 again and enter the top view mode.

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Now I think you know what comes next.

Enter the Materials Editor, select moonbeam_sign_1 paint3 [CLR:1] and press Assign to selection and then OK.

Enter the top view and enter Vertex mode again and select Surface --> Mapping --> Edit UV. Like before, remove the mapping from channel 1 and channel 2.

Like this:

55797751.png

Then this:

20545228.png

Now enter UV Mapper view mode again and deselect everything. Select the roof (bodyshell_L0 top) and the bonnet you just mapped in and scale it and move it so it fits a free space on your template. In this case I'm also gonna use the Rotate tool so it fits my template better. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 2.png.

Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the roof and bonnet (and also most likely the left and right wings and doors.) Scale the image to 2048x2048 and save it as 3.png. You may delete the wings and doors from the image file as we do not need those at this moment. Now open your first template, the one you saved as 2.png. In 3.png, select the roof and bonnet and copy it over to a free space in 2.png. Save. Copy everything inside 2.png, which now should contain the left side, the right side, roof and the bonnet. Paste it back in to moonbeam_sign_1.png in your work folder and save!

It should look something like this:

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Back in Zmodeler you need to move the roof and the bonnet on the top of the template like you did with the left and right side.

Like this:

41813815.jpg

So it fits like this:

55115690.jpg

Edited by corleone

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Back in 3D view mode you will now see that the roof and the bonnet now are mapped to your template. Just like this:

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Let's continue with mapping the front bumper. Deselect everything except bumper_f_L0. Enter Perspective mode and select the Separated tool. As before, select the white/grey parts. Do not select the interior parts.

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Next, enter the Materials Editor, select moonbeam_sign_1 paint3 [CLR:1] and press Assign to selection and then OK.

Enter the front view and enter Vertex mode again and select Surface --> Mapping --> Edit UV. Like before, remove the mapping from channel 1 and channel 2.

Like this:

55797751.png

Then this:

20545228.png

Now enter UV Mapper view mode and deselect everything. Select the bumper_f_L0 and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 4.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the front mumper (and also most likely the left and right wings, the doors and bonnet.) Scale the image to 2048x2048 and save it as 5.png. You may delete the wings, doors, roof and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 4.png. In 5.png, select the front bumper and copy it over to a free space in 4.png. Save. Copy everything inside 4.png, which now should contain the left side, the right side, roof, bonnet and front bumper. Paste it back in to moonbeam_sign_1.png in your work folder and save!

It should now look something liket this:

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Now back to the UV Mapper view you will have to move the front bumper so it fits your template. Easy peasy!

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Like this:

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And there we are. Front bumper mapped.

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Let's get going with the final part of the mapping, the back side!

Deselect everyting except bumper_r_L0. Enter Perspective view and enter Polygone mode and select the Separated tool. Then start with your selection! When your done, uncheck bumper_r_L0 and move on to boot_L0. Do the same here, select the parts you will map. When your done, uncheck boot_L0 and select bodyshell_L0.

Like we did on the left side, right side and the roof, use the Submesh --> Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select remaining back parts. In this case it's just this small part connecting the bodyshell and the bumper. When that's selected check the boot_L0 and bumper_r_L0.

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Next, enter the Materials Editor, select moonbeam_sign_1 paint3 [CLR:1] and press Assign to selection and then OK.

Enter the back view and enter Vertex mode again and select Surface --> Mapping --> Edit UV. Like before, remove the mapping from channel 1 and channel 2.

Like this:

55797751.png

Then this:

20545228.png

Now enter UV Mapper view mode and deselect everything. Select the back parts and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 6.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the back side (and also most likely the left and right wings, the doors, front bumper and bonnet.) Scale the image to 2048x2048 and save it as 7.png. You may delete the wings, doors, roof, front bumper and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 6.png. In 7.png, select the front bumper and copy it over to a free space in 6.png. Save. Copy everything inside 6.png, which now should contain the left side, the right side, roof, bonnet, front bumper and the back side. Paste it back in to moonbeam_sign_1.png in your work folder and save!

Your template should now look something like this:

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Back in UV Mapper view, move the back side so it fits with the template, like this:

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Like this:

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And now we have mapped the back side to the template! Huzzah!

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Edited by corleone

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It may look like the whole model is mapped now, but be thorough and make sure you haven't forgotten any parts. I can see that I've forgotten to map a small part on the front of the car. Let's get that fixed!

Deselect everything in your hierarchy list, except bodyshell_L0. Like we did on the left side, right side, the roof and the back, use the Submesh --> Detach tool click on the selected area on the bodyshell_L0. Close Submesh and select "None" in the select list and right click on the model. Nothing should now be selected. Now use the Separated tool and select remaining front parts. In this case it's just this small part right above the front bumper. Like this:

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Once again, enter the Materials Editor, select moonbeam_sign_1 paint3 [CLR:1] and press Assign to selection and then OK.

Enter the front view and enter Vertex mode again and select Surface --> Mapping --> Edit UV. Like before, remove the mapping from channel 1 and channel 2.

Like this:

55797751.png

Then this:

20545228.png

Now enter UV Mapper view mode and deselect everything. Select the front part and scale it and move it so it fits a free space on your template. Once that's done, make a backup file of moonbeam_sign_1.png, move it your templates folder and call it 8.png. Open up moonbeam_sign_1.png and color it totalt white. Now go back to Zmodeler, zoom in as much as you can and take a screenshot of the UV Mapper view. Open your image editor program and paste the screenshot in and select the grey/white square with the front part (and also most likely the left and right wings, the doors, front bumper, bonnet, boot and back bumper.) Scale the image to 2048x2048 and save it as 9.png. You may delete the wings, doors, roof, front bumper, back bumper, boot and bonnet from the image file as we do not need those at this moment. Now open your first template, the one you saved as 8.png. In 9.png, select the front part and copy it over to a free space in 8.png. Save. Copy everything inside 8.png, which now should contain the left side, the right side, roof, bonnet, front bumper, the back side and the front part. Paste it back in to moonbeam_sign_1.png in your work folder and save!

Back in UV Mapper view, move the front part so it fits with the template, like this:

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Like this:

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And there we are! The whole model mapped! :DD

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This is how the template turned out in the end. Not very good looking, but it will do the job! ;)

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And a small note in the end.

I managed to map a small, unwanted part in at the front bumper. This:

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In this case it doesn't matter as it on the back side of the bumper and won't be visible. But try to awoyd things like this. BE THOROUGH! That's important. Especially if you are a perfectionist like me. ;)

Edited by corleone

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In this next part I will tell you how to make and map dirt to your model.

Start by making a copy of your now complete template. Rename your copy to moonbeam_dirt.png. Open the file in a image editor program and resize it from 2048x2048 to 1024x1024. Save it.

I like to do this the VERY easy way. Also open vehicle_genericmud_car.png and basically copy the dirt parts from that file over to the moonbeam_dirt.png where ever it may seem appropriate.

This is how my dirt mapping for the Moonbeam ended up like:

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It ain't pretty, but it will work great in-game! Remember to save your dirt mapping png file and go back to Zmodeler. Enter the Texture Browser and press Add. Import your dirt mapping, in this case moonbeam_dirt.png. Press OK. Then enter the Materials Editor and find moonbeam_sign_1 paint3 [CLR:1]

Then press the vehicle_genericmud_car.png layer.

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Now the Texture Browser pops up again. Browse the list till you find the moonbeam_dirt.png texture. Mark it and press OK.

Now the moonbeam_dirt.png should have replaced the vehicle_genericmud_car.png file. Like this:

69407887.png

Now go to the left side view and make sure all the bodyparts L0's are checked. Make sure moonbeam.wft are UNCHECKED. Enter the Vertex mode and under Select, select All. Right click on top of your model so everything get's selected. Then enter Surface --> Mapping --> Edit UV. Like this:

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When you have selected Edit UV, click on the model and the Mapping Edit/Remove options shows up again. This time you need to select Edit UV Chanell map # 1 !

Then down below where it says "From chanell #" select 2 ! Down below Select keep old mapping and make sure Keep separately are checked, Select old mapping are unchecked and Disable old mapping are checked. Check Force material and select from the list moonbeam_sign_1 paint3 [CLR:1]. Press OK. DO NOT remove any mappings like we did before. No need for that now.

Like this:

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And there we go! Dirt mapping complete!

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(Main template removed to show the dirt mapping better.)

The next step now will be to move all the bodypars L0 back into where they belong and create L1 and L2. Open up moonbeam.wft and go through your hierarchy list and delete all the L1 and on some occasions L2. Start with bonnet --> boot --> bumper_f --> bumper_r --> door_dside_r --> door_dside_f --> door_pside_r --> door_pside_f --> wing_lf --> wing_rf --> bodyshell. Only delete the parts that you have mapped. Nothing else. Now start move the L0 parts back into where they belonge. Once that's done start copying the bonnet_L0, boot_L0, bumper_f_L0, bumper_r_L0, door_dside_r_L0, door_dside_f_L0, door_pside_r_L0, door_pside_f_L0, wing_lf_L0, wing_rf and bodyshell_L0 twice. Rename the first batch from L0 to L1, and the second batch from L0 to L2.

When your done copying and placing everthing where they are supposed to be, your hierarchy list should look like this:

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Now check all the unchecked objects, except the L1 and L0 parts, save your work and export the file to, in this case, moonbeam.wft. The model's complete!

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This last part will show you how to add your textures to a WTD file. There are two ways to do this, as far as I know.

The easy part is to use OpenIV. Open the program and browse to vehicles.img. Select edit mode and open it up. Browse down to moonbeam.wtd. Right click and select Edit. Then press Import images. There you select moonbeam_sign_1.png and moonbeam_dirt.png. Then the Texture editor - Request windows pop up. Make sure Automatically generate MipMaps levels are unchecked and under Texture format (compression) select DXT5. Press OK. Then press Save.

Next right click on moonbeam.wtf and select Replace. Replace it with the moonbeam.wft file you previously exported. Once that's done, select the File tab and select Rebuild. Press Yes on the window that may pop up. The archive will now rebuild with the new model and textures. Close OpenIV when it's done. Now you can start your game to see if the whole thing works.

And what to you know, it does! ; ) With dirt and everthing.

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A more complicated method is to use the more older tool G-Texture. With this tool you also need to convert the template and dirt to DDS files first. For this I use a tool called The Compressonator. DO NOT use the x64 version. That version are missing some features that we're gonna need. Open up The Compressonator and from the File tab select Batch Compress. Brows to your workfolder and select moonbeam_sign_1.png and moonbeam_dirt.png. Select Use Input Directory. Under Output File Format select DirectDrawn Surface Textures (*.DDS). Under Output Format select DirectX Texture Compression and press the Options button to the right. Select DXT5 (6/8 bit Interpolated Alpha) and press OK. Under MipMaps select No MipMaps. Then press Compress. Let the tool work, it might take some time. Now open SparkIV or OpenIV and export a untouch version of moonbeam.wtd to your work folder. Open G-Texture and select the Textures tab and select Add. Now select moonbeam_dirt.DDS and moonbeam_sign_1.DDS that you just converted. Press OK. Then press the File tab and press Save. Now you have added your textures to your moonbeam.wtd by using method number two. Now import moonbeam.wft and moonbeam.wtd with SparkIV or OpenIV and test it out!

And there we go! It worked with this method also, although it takes much more time.

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And there we go. This tutorial are done. I hope you guys like it. It might seem a little long, but most of it are parts that just repeats it self. So don't worry about that.

If anyone have any questions about this, please ask in this thread. DO NOT SEND ME PM's ABOUT THIS!!!1 Thanks! ;)

corleonej.png

Edited by corleone

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Dude?!?! I belive that is way to many "Reserved". Good tutorial though, but you don't need that many reserved. Jeez...

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Dude?!?! I belive that is way to many "Reserved". Good tutorial though, but you don't need that many reserved. Jeez...

Like I said, I'm limited to a certain images in each post (15 images). That's why I made so many reserved post so I can get the tutorial with all the images in one bunch. And as I also said, the unused posts will be deleted when I'm done, so I really don't see a problem here. ;) Don't know how long this tutorial will be, so it's better to be on the safe side! And thanks! ;)

Edited by corleone

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Like I said, I'm limited to a certain images in each post (15 images). That's why I made so many reserved post so I can get the tutorial with all the images in one bunch. And as I also said, the unused posts will be deleted when I'm done, so I really don't see a problem here. ;) Better to be on the safe side! And thanks! ;)

Oh okay, that sounds good then =) And no problem =)

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There's not really an issue here, as far as I can work out, he wants the tutorials to be consecutive, another option would be to "permalink", however the tutorials would be spread out, possibly over several pages. I will go ahead and hide some of them, this will keep the thread clean, they can be unhidden by one click from a community member, Corleone can PM me if he needs them visible.

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Corleone, did I mention I freakin' LOVE you?

This is exactly what I was looking for :happy:

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Very nice, I'll give it a go soon, am I correct in my assumption that you're going to make more tutorials, as someone with next to no experience in using Zmodeler, it would be very helpful.

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Very nice, I'll give it a go soon, am I correct in my assumption that you're going to make more tutorials, as someone with next to no experience in using Zmodeler, it would be very helpful.

I may make some other tutorials, yes. If the community want's that. Any suggestions?

Great, seems long, but definitely gonna try it!

It may look a bit long, but basically every part repeat itself, so it ain't that long! ;)

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I may make some other tutorials, yes. If the community want's that. Any suggestions?

It may look a bit long, but basically every part repeat itself, so it ain't that long! ;)

I'm a complete idiot at doing anything other than adding importing stuff into Zmodeler, I tried earlier to add more lights than a lightbar, but had to give up due to me being a thickheaded idiot, so anything, even the more basic tasks would be appreciated for anyone starting out with zmodeler. I know that Harper's also starting out.

I've tried doing "templates" (I.E. UV unwrap) in 3ds Max, so I know it can be a bit tricky, and it's always better to have a thorough tutorial than a short, incomplete one.

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I need one,

Creating a model from scratch.

I've selected everything correctly (or so I assume) but it refuses to create a polygon or line when I click on the grid.

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I need one,

Creating a model from scratch.

I've selected everything correctly (or so I assume) but it refuses to create a polygon or line when I click on the grid.

Creating a model takes more than just seven forum posts, that is a time-consuming and difficult job.

Your little car manufacturers badge is a different story though:)

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I need one,

Creating a model from scratch.

I've selected everything correctly (or so I assume) but it refuses to create a polygon or line when I click on the grid.

Sorry mate. Creating models from scratch are still abit out of my league!

Anywhooo, the tutorial are now complete. Good luck!

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i would say everything is dne correctly on here except for the bumpers.

you should of seperated the bumper into three views. left,right, and front/back.

that what a perfectionist would of done but none the less great tutorial

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i would say everything is dne correctly on here except for the bumpers.

you should of seperated the bumper into three views. left,right, and front/back.

that what a perfectionist would of done but none the less great tutorial

Yeah, if I actually would have used this model for something I probably would have done so. ;) But I think people get the deal. :D

Edited by corleone

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Topic Pinned


This topic has been pinned by G17 Media staff.

If you feel that this topic has been closed in error, please report this post.

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good tutorial but i am having a problem

"Object "body_body_body" has not enough UV channels in vertex format2

now i know that i haven't given it any original car names but how do i fix this error?

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good tutorial but i am having a problem

"Object "body_body_body" has not enough UV channels in vertex format2

now i know that i haven't given it any original car names but how do i fix this error?

93496100.png

Right click on the object (body_body_body) in the hierarchy list and select Properties.

Select Mesh --> Vertices --> Format --> UV Channels --> Change from 1 to 2. (y)

Edited by corleone

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