Please consider taking some time to improve your designing skills and then come back.Worth to upload?
my findings: so Career helmet now read from the 2 maps first standard Career helmet second team career helmet so air vent and visor read from team helmet in my case 2016-williams_career_williamssmall break through the vents are possible on career helmet but is a bit complicated I'm not quite 100% but slowly going thereView attachment 157492 View attachment 157494 View attachment 157495
The decal file is the thing I asked before and nobody answered meNot really a mod as such, but I've been messing around with trying to render out some of the 2016 models. Unfortunately, it seems that the softwares I use (Keyshot and 3DSMax) don't support the 'overlayed' decal file, but it is possible to display and render the paint file, which is exactly what I've done:
Does anyone know how I can put the decal file - the sponsors on the car? I can only put the paint file on the car
Yes, I know this is a 2015 model but noone seems to care about F1 2015 now
Yeah, don't think it's a possibility. MAX doesn't even seem to recognise the UV Mapping for the Decals....The decal file is the thing I asked before and nobody answered me
Yeah, I don't think any 3D Software can do that except 3DSimedYeah, don't think it's a possibility. MAX doesn't even seem to recognise the UV Mapping for the Decals....
Yeah, don't think it's a possibility. MAX doesn't even seem to recognise the UV Mapping for the Decals....
I don't remember seeing a specific one. But when you export as OBJ (which I do) It separates the model into 'Layers' rather than individual objects and automatically assigns the textures from there. I might be able to have another look at my MAX files again though.are you sure it isn't using an alternate UVW map channel for the decal layer? You should unwrap UVW of the body and look at the different map ID's available. Good chance you'll find that the decals are on a channel other than the default "1".
just my assumption tho, but what if you treat the decal as "label" in KS?Not really a mod as such, but I've been messing around with trying to render out some of the 2016 models. Unfortunately, it seems that the softwares I use (Keyshot and 3DSMax) don't support the 'overlayed' decal file, but it is possible to display and render the paint file, which is exactly what I've done: