Material Textures= UV_0-UV_1-UV_2

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fabbromix
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Material Textures= UV_0-UV_1-UV_2

#1 Post by fabbromix » 26 Oct 2025 13:39

Hi Community, I'd like to ask you a probably silly question: what difference could there be between the UV_0-UV_1-UV_2 Mapping settings in the Material Textures section?
That is, what happens when you change the various settings?
What do they change?
Thanks.
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almactavish
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Re: Material Textures= UV_0-UV_1-UV_2

#2 Post by almactavish » 20 Nov 2025 23:35

Hi there, sorry I don't have an answer for you but I was hoping to find out the same thing!

I don't quite understand how the truckpaint works. I can get my mod working using just UVmap but the colours and reflections are a bit weird.

Did you ever find out how to use uv_0 uv_1 uv_2
?
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fabbromix
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Re: Material Textures= UV_0-UV_1-UV_2

#3 Post by fabbromix » 23 Nov 2025 11:10

almactavish wrote: 20 Nov 2025 23:35 Hi there, sorry I don't have an answer for you but I was hoping to find out the same thing!

I don't quite understand how the truckpaint works. I can get my mod working using just UVmap but the colours and reflections are a bit weird.

Did you ever find out how to use uv_0 uv_1 uv_2
?
Hi Friend, unfortunately not!!
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Michaleczeq
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Re: Material Textures= UV_0-UV_1-UV_2

#4 Post by Michaleczeq » 23 Nov 2025 14:34

Mapping is just UV map for specific sampler (material texture).
Samplers usually use their own UV mappings (e.g. "tsnmapuv" flavor), share it with other (e.g. "Base" with "tsnmap" flavor), or not use it (are generated by game e.g. "reflection")
almactavish
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Joined: 18 Aug 2023 15:47

Re: Material Textures= UV_0-UV_1-UV_2

#5 Post by almactavish » 24 Nov 2025 23:29

Thanks Michale. I'm really struggling with the texture side of it.

I've managed to get a selectable truckpaint working in game. The only problem is they don't seem to match, I suspect it's because my sideakirt mod doesn't have an ao.

Would you happen to know how I add this to the models.

It is currently set up as

Uv_0 - carpaint
Uv-1 template
Uv-2 normal

I don't quite understand where I'm supposed to add an ao becase the carpaint takes up the "base" slot?

Any help would be massively appreciated. I feel like I'm so close to finishing my small mod and it's only the texture I need to refine!

Cheers
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Michaleczeq
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Re: Material Textures= UV_0-UV_1-UV_2

#6 Post by Michaleczeq » 25 Nov 2025 00:18

I must know your whole shader that you use.
But if you talking only about Base mapping from what I knew
1. Base texture (AO or whatever you use as "background")
2. "Normal" paintjob template
3. Alternative paintjob template (used when alternate_uvset is true, instead of normal paintjob template)

But there is no any separated AO for truckpaint. Normally it's used as "base" texture and mixed with truck color or paintjob template.
almactavish
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Joined: 18 Aug 2023 15:47

Re: Material Textures= UV_0-UV_1-UV_2

#7 Post by almactavish » 30 Nov 2025 19:36

Michaleczeq wrote: 25 Nov 2025 00:18 I must know your whole shader that you use.
But if you talking only about Base mapping from what I knew
1. Base texture (AO or whatever you use as "background")
2. "Normal" paintjob template
3. Alternative paintjob template (used when alternate_uvset is true, instead of normal paintjob template)

But there is no any separated AO for truckpaint. Normally it's used as "base" texture and mixed with truck color or paintjob template.
Thanks Michale!

I've managed to kinda understand the 'Uv' setup, next i need to learn what ambient occlusion is and how to create it! its slow progress but your time is appreciated!
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Stinga
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Re: Material Textures= UV_0-UV_1-UV_2

#8 Post by Stinga » 02 Apr 2026 13:00

almactavish wrote: 30 Nov 2025 19:36
Thanks Michale!

I've managed to kinda understand the 'Uv' setup, next i need to learn what ambient occlusion is and how to create it! its slow progress but your time is appreciated!

You can check out this tutorial for starters https://www.youtube.com/watch?v=o6OiVrcS_7c
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fabbromix
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Re: Material Textures= UV_0-UV_1-UV_2

#9 Post by fabbromix » 04 Apr 2026 15:49

@Stinga@
Thanks for posting this link where I can view everything.

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