# PART 2: TEXTURING

### Chapter 1: Theory(GTA tex. and using Zmod to texturing)
Chapter 2: Simple TEXTURING(like in Kuruma)
Chapter 3: Complex TEXTURING (like in Taxi) - IN PROGRESS
Chapter 4: MODELING and TEXTURING crashed parts

### Chapter 1: Theory

So, lets start. If we have our car,and it is in-game,working and we are sure that
this is end version of mesh, we can start texturing. Car texturing in GTA can be done in two ways:
Simple or Complex. Simple texturing have cars like Kuruma and Perenial.
Simple texturing rely on Simple texture, like on pics below.
As you see first texture cause the car look dirty. Second IMO is not the best,becouse it is to
uniform. Complex Texturing rely on "Shade Textures". Texture is instead of shade. Look below.
There are a few variants for each texture.
In Chapter 2 you find about texturing with tex like on kuruma.
In Chapter 3 you fing about texturing with tex like on taxi.

#### TEXTURING in Zmodeler

In Zmodeler we texture with UV "Mapper". I'll teach you how to texture simple box.
And we texture it with this texture(save as BMP):
So it will be like this:
So firs we create material(like for gta). And one thing with materials. From unknown causes
Z modeler flips the materials vertically. What it mean? It mean that if we texture with Zmod
We must flim our tex before exporting. So if we texturing in Zmod with this:
in GTA we must import this:
So, to create material for gta go to Material Editor and choose material.
If we have one material we select it and COPY it. Now click on first "Load Map" button and add our texture.
Close mat edit. Choose cube from toolbar , and crate cube(one click for center and second for edge)
Now choose Single tool from Select list.
And click right button on cube. It should highlight to red. Now go to mat edit. Choose material and Assign to Selection.
We do the UV mapping on Faces Level . So one right click on cube and there should be a little point on each face.
To add an UV to couple of faces turn on SEL mode(button under tools list).
Select 2 faces that create side of cube.
TIP: In 3d viw turn off solid. You will see better what are you selecting.
TIP 2: If you going to texture each side(6) this is some work. Easier is to texture parrel pairs of sides
So we select 2 faces:
Turn cube in 3d view, and select 2 faces that are parrel to those selected earlier.
If we hawe selected faces, select Assign UV from Surface->Mapping tools, and one left click in view
where the faces are highlighted. UV mapper should be in one of views.
No go to object mode and choose SCALE tool(from Modify):
select UV mapper and rescale it
and move.
If something doesnt fit rescale and move, rescale and move...
Now if we turn on solid in 3d view, we should have something like this(if not try to rotate view)
After fitting map we should delete UV mapper(always). Be sure that only UV mapper is selected
and delete it by pressing "delete" on keyboard(if some doesn know;P)
Do the same for rest of sides.

#### SELECTING - little help

This tool we'll be using:
SINGLE - selecting face by face, deselect by clicking on selected face.
QUADR - dragging with right button, good for verices, it is like windows icons selecting;P
to deselect push CTRL and drag.
ALL - one click,all selected
NONE - one click,all deselected, very helping tool
INVERT - select faces those arent selected and deselect those selected in the same time
I hope that you know how to map in Zmodeler.
TOP

## Chapter 2: Simple TEXTURING

### LETS DO SOME REAL TEXTURING

#### Exporting textures

#### Preparing materials

#### TEXTURING

#### Exporting textures

So, first you must decide what car are you going to replace. I replace manana.
Open txd.img with TXD Tool, and search for manana.txd.
Export like this:
mananabody64 - export->texture, save
mananabodyb64 - export->texture, save
enginetopb4bit64 - export->texture, save
manana8bit128 - export->texture, save
white128 - export->ALPHA, save as white128
white64 - export->ALPHA, save as white64

#### Preparing materials

Flip your textures vert. and save.
Open file car(How To Prepare) and go to material editor.
In this case(with manana) we need 7 materials(6 Tex + Glass). So copy default material six times.
You should have 7 materials. Select first one and rename to "Textured: Mananabody64 [prim]".
[prim] is for game. If you dont add prim, car will only have this texture.
If you add texture will be mixed with first color(from carcols).
Now load map, push "add" and choose first tex, push add again and add second tex and again and again.
You should have something like this:
So choose mananabody64 and "ok".
Now rename materials to this:
And load textures suitables for name(exept glass of course) for ex.:
And here is glass material:

#### TEXTURING

SOME TIPS:
Whed you moving UV mapper, ad you want to rescale it later, move like this:
It is easier to scale now:
If you add UV mapper first time(!!!), and it will be diferent from faces, do the Reset UV(below Assign UV) and than Assign UV.
Use Reset UV also when you want to do UV mapping one more time.

We start texturing with chassis_hi. So hide all exept chassis_hi. Select it and assign first material (with [prim]).
Go to face lev, select roof and Assign UV. It is very propably that uv map wont be ideal rectangle.
You must do rectangle from UV mapper. First rescale and fit. I did something like that:
Now we must move vertices to fit. Turn on Vertices lev select "quadr" tool
and turn on SEL mode. Select vertices on corner and fit them. Deselect, select next and ajust. I did this:
Delete UV when you end. Now do the back wings. Select right and left wing,
make sure that you selected same polys on sides.
Do the UV, and fit
And a little bug on my car after fitting:
Texture should be enlarge there. It is easy to fix. You must edit UV map,and move vertice like this:
Look little better:
Now this(also on second sides):
And this(also on second side):
Like above:
Now Glass - select faces and assign material "Glass" on faces level:
And frames - select em and assign "sec" material:
Maybe your model is different so rest of this texturing do alone.
Remember that assign UV only on flat or almost flat couples of faces.
If they isnt flat, do 2 UVs.
Here is engine, crate and lights:
Selec "engine" faces and assign correct texture.
I did the crate, but you dont need to if your car should have crate.
Crate and lights is on "Textured: manana8bit128"
YOU ENDED CHASSIS(yeah;P)

You should know how to texture, so I only show you textured parts.
I show how to texture bumps and interior.
Now BUMPS. We texture them with "Textured: mananabody64 [sec]". The rules ar simply. Here is litlle help:
Where should be strong highlight UV map on blue, and the rest for green.
If you dont have polygons to make highlights, w UV map with red. I'll do red.
PEOBLEM:
FIX: Choose Mirror tool(modify), turn on local-axis and Y
one left click on UV mapper, move and:
Turn off local axis, and texture.
So I've done this(I got rid of thic ugly crate...)
And the interior... It is a lot of work. Textures for interior are in "Textured: manana8bit128"
Here is my idea:
So texture as you like. Remember that assign UV only on flat or almost flat couples of faces.
TOP

## Chapter 4: MODELING and TEXTURING crashed parts

### Crash time!!!;P

I show on door, and you should know how to do the rest... So hide all exept door. Do a copy of doors with _da1 end
(If you do a copy od door_lf_hi_ok, it should name door_lf_hi_da1 etc.) HIDE _OK
Go to vertices lev, and select for ex. this vertices:
And move them(in front/back/top view, and a little in left/right)
Do it again for few vertices(what you like)
Turn ON Flat shading(below Solid On/Off), it is better for crash making:
Now we must do scratch on it. Go to faces level, and select this faces(only exterior!!!):
Now select the detach tool(Crate->Objects) hold down SHIFT and click on faces with left button.
Name it, for example door_lf_scratch. You can hide door now. Now go to faces level of this object,
select all faces and assign white64 tex.
Use reset UV, and assign UV. Scale and move UV.
Move selected vertex:
Now unhide door(which was used to making scratch) select door and scratch, use UniteSelect from Create->Objects.
As a name give "door_lf_hi_dam". Do this all for all damaged parts(of corse with other names;P).
I exported for test(before exporting make sure that the hierarchy is ok):
There is little bug with bumps. We should create a copy of Textured: mananabody64 [sec]" but with [prim] and assign to bumps.
If this not, than texture bumps with green or white
I leave it to you;P. So bumps are without scretches(copy _ok and rename to _dam),
windcreen_dam is the same as windscreen_ok but with white128 tex.
Here is little pic of my crash versions:
Textured and united:
Ingame:

### REFLECTIONS

Reflections are easy(or sometimes not...). If we want to add refl. to material we edit it and check box next to reflection map.
I added reflections to my car:
And everything seems to be ok. But if your car refl. isnt good try this:
Go to face level, select sides of car(whole, but only sides) like this:
And use the Projection tool from Surface->Normals. You can do this for doors, boot, and bonnet.
But remember to select this faces which are 0-30 degrees from view which in we use projection.

## YOU JUST ENDED MY TUTORIAL!!!

Most infos in this tutorial is from observation orginal GTA cars(in game and in zmod).
And short "How to scratch making" post me Oleg.
About my re-textured FIAT, it need some work(tex interior, bumps, little mesh improvments).
But when I'll end I give it to you with file for Zmodeler!!!.
Now I'l be making Ferrari Spider and, maybe,
Model tutorial for 3dsmax/Gmax/Zmod.

### CREATED by VARIUS

P.S. This is beta ver. cos I could done some bugs,
it is after midnight and I had working on it about 8-10 hours so I dont have powers to read that tut.
Report bugs and questions here, maybe I update with infos that you want.