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Creating a New Mod (Next Steps)

Forum Overview >> Farming Simulator 15

CategoryFarming Simulator 15
Created23.04.2016 16:21

Brian Bolger (briano74) 23.04.2016 16:27
Hi All

I have completed my trailer 3D model (.fbx) format and need some help on the next steps.

Here is an image of the model:

I have the model in Blender now.

Here is what I believe are the next steps

1. Create the UV maps for each part and export these as images
2. Add colors and decals to the textures in Photoshop or
3. Open these in Blender and bake to relevant model
4. Export the Entire election to Giants

Could anyone tell me if I am on the right track or miles off?

Thanks in advance


Emil Drefers (Unknown) 25.04.2016 07:50

jap that sounds like a good plan to me.
You really need a good texture to make a vehicle look good in FS.

Normally you do create one UV map for the complete model.
Only this way you can check for overlaps.

Decals can be added to a seperate texture.
That makes it easier to create textures with a relatively small size.

You don't really need to bake the texture to the model. Assigning it should be enough.
But maybe there are more objects I do not know of ;)

Right, in the end everything needs to be exported to the i3d format.

Before creating the textures for your model please have a look at our video tutorials. There is at least one video about the texture system (at least it explains the dirt system).
So, when you want to create a 'perfect' texture you will need to think about how to create a 'cavity map', an 'ambient occlusion map', a 'specular map' and eventually a 'normal map'.
But in the end it is up to you what kind of quality you want to reach and how much time you want to spend making it ;)


Brian Bolger (briano74) 08.05.2016 21:16
Thanks for the reply. So I am going to build one UV map for the entire model.

This would include making a UV for each part then taking each UV and putting it one one image.

One question I have. What material is best to use if I am going to have more than one map?

Also how do I deal with the hydraulic rams. Is there anything special I need to do to make them work?

Emil Drefers (Unknown) 09.05.2016 07:49

the exact material will be set up later once you have finished the UV layout.
It will be a lambert material.
But the special things about the materials for FS are the shader and the specular map.
You might also want to use a normal map (depends on how you built your model, etc.), but for the very first model I would maybe skip that.

'Hydraulic rams' are handled later on, as any other 'movable object'.
Nonetheless the translating part should be set apart from the rest when you bake the 'Ambient Occlusion', otherwise that part would get unneccessary shadows.
Well, you could remove that shadows manually in an image editing program later on too, but it is mostly better to do it right in the first place.


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