Common 3D Crawler Creation: Difference between revisions

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{{Tutorial
| Author      = T-Bone
| Difficulty  = Beginner
| Version    = FS22
| Date        = March 2, 2024
}}
== Requirements: ==
== Requirements: ==
* Basic knowledge of using [https://blender.org/ Blender]
* Basic knowledge of using [https://blender.org/ Blender]
* Giants i3d Exporter Plugins from [https://gdn.giants-software.com/downloads.php GDN]
* Giants i3d Exporter Plugins from [https://gdn.giants-software.com/downloads.php GDN]
* [https://github.com/NMC-TBone/i3d_exporter_additionals/releases/tag/v2.0.8 I3D Exporter Additionals] Blender Addon
* Giants Editor from [https://gdn.giants-software.com/downloads.php GDN]
* Giants Editor from [https://gdn.giants-software.com/downloads.php GDN]
* Track piece with 1 UVset
* Track piece with 1 UVset
== Information ==
== Information ==
In this tutorial you will see how to get a caterpillar type track from Blender and over to i3d with motionPath_secondUV_colorMask shader variation.
On this page, we delve into the essential information for integrating two varieties of crawlers into Farming Simulator: Rigid and Soft crawlers.


Farming Simulator allows the creation of 3D crawlers in these "formats":


The motionPath_secondUV_colorMask requires a second UV layer which will be used for the specular/vmask texture and the first UV layer will be for UDIM and normal map.
* Rigid (usually for steel or metal track pads)
* Soft (usually for rubber or anything that should be one continuous length mesh)
 
Although both types fall under the category of crawlers, they require slightly different approaches, from creation to integration into the game.
 
Rigid Crawlers are crafted from separate pieces of metal or steel that are merged into a single mesh upon export. In contrast, Soft Crawlers are designed as a continuous mesh, offering a different method of construction.
 
== Rigid Crawler ==
There is not really any limit on how much triangles/polys each induvidual piece can have, but approximately somewhere around 350 triangles/poly is a good target. For the LOD somewhere around 70 triangles/polys is a good target
 
Requirements for [[Shaders Overview/VehicleShader/MotionPathSecondUVColorMask|motionPath_secondUV_colorMask shader variation]] is mesh with 2 uv layers, where the first one is used for normal map and UDIM. Second uv layer is used for the specular/vmask texture
== Lets begin ==
== Lets begin ==
After creating multiple track setups manually I found out pretty fast that needed something that would speed up the process a whole lot. Doing it manually took so much time that it wasn't enjoyable anymore. So I decided to make a Blender Addon that will help with this process. [https://github.com/NMC-TBone/i3d_exporter_additionals/releases/tag/v2.0.8 I3D Exporter Additionals] started as a tiny addon with some simple tools to create a caterpillar track with, but it nows let you automatically do most of the time consuming parts.
After creating multiple track setups manually I found out pretty fast that needed something that would speed up the process a whole lot. Doing it manually took so much time that it wasn't enjoyable anymore. So I decided to make a Blender Addon that will help with this process. [https://github.com/NMC-TBone/i3d_exporter_additionals/releases/latest I3D Exporter Additionals] started as a tiny addon with some simple tools to create a caterpillar track with, but it nows let you automatically do most of the time consuming parts.
[[Category:Blender_Tutorials]]

Latest revision as of 02:14, 9 March 2024

Tutorial Information
Author T-Bone
Difficulty Beginner
Version FS22
Date March 2, 2024

Requirements:

  • Basic knowledge of using Blender
  • Giants i3d Exporter Plugins from GDN
  • Giants Editor from GDN
  • Track piece with 1 UVset

Information

On this page, we delve into the essential information for integrating two varieties of crawlers into Farming Simulator: Rigid and Soft crawlers.

Farming Simulator allows the creation of 3D crawlers in these "formats":

  • Rigid (usually for steel or metal track pads)
  • Soft (usually for rubber or anything that should be one continuous length mesh)

Although both types fall under the category of crawlers, they require slightly different approaches, from creation to integration into the game.

Rigid Crawlers are crafted from separate pieces of metal or steel that are merged into a single mesh upon export. In contrast, Soft Crawlers are designed as a continuous mesh, offering a different method of construction.

Rigid Crawler

There is not really any limit on how much triangles/polys each induvidual piece can have, but approximately somewhere around 350 triangles/poly is a good target. For the LOD somewhere around 70 triangles/polys is a good target

Requirements for motionPath_secondUV_colorMask shader variation is mesh with 2 uv layers, where the first one is used for normal map and UDIM. Second uv layer is used for the specular/vmask texture

Lets begin

After creating multiple track setups manually I found out pretty fast that needed something that would speed up the process a whole lot. Doing it manually took so much time that it wasn't enjoyable anymore. So I decided to make a Blender Addon that will help with this process. I3D Exporter Additionals started as a tiny addon with some simple tools to create a caterpillar track with, but it nows let you automatically do most of the time consuming parts.