PTCL Particle effects executed via byaml objects.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://d4.alternativeto.net/J6H3QXVfCRCZpM3mXeDT-ueHlM7zODE5Pf5bDTBJp7o/rs:fill:400:400:0/g:ce:0:0/YWJzOi8vZGlzdC9zL3V2bWFwcGVyLXByb181Mjg3NTlfZnVsbC5wbmc.jpg)
BIN Ideally the course_mapcamera, which controls mini map paramters.Īdvanced stuff (No tools to edit these yet).BARS Stores sound effects executed from the byaml.In this case course_maptexture is the mini map. BYAML Course data for things like lap paths(checkpoints), enemy paths(ai routes), object placement, glider paths, ect.BFRES Models, textures, and texture animations are stored inside.This tutorial can also be viewed here and may be a bit more organised as gamebanana lacks a similar spoiler system.Ī course located in content/course will contain mutiple files. With that being said, lets get straight to how these are done! If you are familiar with MKWii course making, then this is very similar and may be easier for those experienced with that game. This tutorial is pretty big as it took about a week of research and testing to put together. to choose other formats.We can finally make our own custom tracks for Mario Kart 8! Nearly everything can be edited and it's up to the community to finally start more track creation. Select export channel to PSD, or Export Selected. Now I just need to export this texture mapped on the UV Mapping to use in 3DS Max, Maya or XSI.ġ7) To export the texture, go to the paint layer from the UV Mesh, right click with mouse. Click on Extractġ6) Ready!! The projection works fine! My UV Mapping has the texture I did in PTex. I Used Ray Casting as a Projection Method. Just click on Maps -> Extract Texture maps -> New Operationġ5) In Target Model, choose the Mesh with the correct UV Mapping. I will export this model with the correct UV Map to MudBox.ġ1) Just click on SEND TO MudBox and choose ADD to Current Scene.ġ2) I just selected the PTex model and moved to get a better visualization from both meshes.ġ3) To project from Ptex to UV, I moved the UV Mesh to be in the same position of the Ptex Mesh, in order to help the projection. With both processes (UV Map and PTex Paint) ready, we can now project the PTEx on an UV Map. Please do not consider my painting skills here.As you can see my painting is terrible (just to be an example :-)!!!ġ0) Meanwhile, in 3DS Max, Maya or Softimage the 3D Model could be UV Mapped. I created a diffuse channel Ptex 16bits Integer.ĩ) Ready! Your 3D Model is ready to be painted. Press Done to begin the Painting!Ĩ) To paint, create a Paint Layer. In this low resolution it is possible to notice the lack of definition in the texture.ħ) I just increased the resolution into a level of detail I need.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://blenderartists.org/uploads/default/original/4X/c/5/0/c50bca904fecdee4e7d0d3c6fd734ec0961cf846.jpeg)
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://learn.foundry.com/modo/15.1/content/resources/images/tools/panels/uvunwrap_meshop_example05.png)
Higher resoltuion means bigger file sizes and memory usage.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://us.v-cdn.net/5021068/uploads/editor/3t/jmk47rpf1ybv.jpg)
Go to Mesh -> PTex Setup.Ħ) You need to set the Mapping Resolution to be used on your Mesh. In the Entertainment Creation Suite we have the SEND TO Options.ĥ) Select the Mesh and lets get it ready for Ptex Mapping. At this stage of production it is necessary to generate the UVW but also we can begin the painting/texturing process using PTex in Mudbox.ģ) I will send to Mudbox this 3D Model. Thats why we still need to work with UVs.Ĭuriosity: Vray Render works fine with PTex (Does Anyone know another one?)įor this example, I chose a 3D Model from the 3DS Max demo folder.ġ) Lets consider this 3D Character model, just created by an artist, without UVs.Ģ) Just to prove that there is no UVs, here is the messy UV Unwrap of the character. Now it is possible to do both at the same time!īut why do we still need UV mapping if PTex made it easier? Well, not all renders or game engines deal with Ptex mapping. Using PTex can boost your workflow! You dont need to wait for the UV Mapping to begin the painting task.