Which Shader To Use And For What In Zmodeler 3

Which Shader To Use And For What In Zmodeler 3

WHICH SHADER TO USE AND FOR WHAT:


PLASTIC / LEATHER / CARPET / RUBBER /

FABRIC  : >Vehicle_mesh

DETAIL  Your
BUMPMAP texture : Your custom bumpmap ( this is a purple texture ), either it is supplied with the textures of the vehicle you are converting, or it must be created by following the steps for creating a bumpmap further down on this same page. Otherwise use the ”  blank_normal  ”textureavailable in ”  vehshare  “, but the rendering will not look as good.
MASK :  Do not touch anything, leave the default texture

CHROME

Vehicle_mesh:

DETAIL :  ”  black  ” ”  vehshare“
BUMPMAP  : If you want to leave the chrome without relief ( smooth ), do not touch anything, leave the default texture which will be ”  blank_normal  “, otherwise create your bumpmap in following the manipulation detailed below MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_smallspecmap  “ ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ”That you will have added at the beginning

STEEL

Vehicle_mesh

DETAIL  ”  black  ” ”  vehshare“
BUMPMAP  ► If you want to leave the steel without relief ( smooth ), do not touch anything, leave the default texture which will be ”  blank_normal  “, otherwise create your bumpmap by following the manipulation detailed below

MASK ►  Do not touch anything, leave the default texture
SPECMAP  ► Download and import the texture ” specmap_acier  ” :
ENV  ► Do not touch anything, leave the default texture which will be ”  env. dds  ”that you will have added at the beginning

CARBON

FIBER : ►►  vehicle_mesh
DETAIL  A carbon fiber texture found in a higher texture pack
BUMPMAP  ► Use the carbon fiber texture bumpmap the pack  (if it does not exist, create it by following the detailed manipulation below) or leave the default texture which will be ”  blank_normal  ” for smooth carbon fiber MASK ►  Do not touch anything, leave the default texture SPECMAP  ► ”  carbon_mesh_shader_spec  ” ”  vehshare  “ ENV  ► Do not touch anything , leave the default texture which will be ”  env.dds
”That you will have added at the beginning

METAL BLACK OR COLOR: 

Vehicle_mesh

DETAIL  Your texture or a color which will be the color of the
BUMPMAP metal ► If you want to leave the metal without relief ( smooth ), do not touch anything, leave the default texture which will be ”  blank_normal  “, Otherwise create your bumpmap by following the detailed manipulation below

MASK ►  Do not touch anything, leave the default texture
SPECMAP  ► ”  carbon_mesh_shader_spec  ” ”  vehshare  “
ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

INTERIOR SCREEN (dashboard background, GPS, radio screen…):

Vehicle_emissive_opaque

DETAIL  Your MASK texture  ►  Do not touch anything, leave the default SPECMAP texture ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_smallspecmap  “ ENV  ► Do not touch anything, leave the default texture which will be”  env.dds  ”which you will have added at the beginning

LIGHTS OFF (interior ceiling light, lighthouse light background or lights…):

Vehicle_lights

DETAIL  Your MASK texture  ►  Do not touch anything, leave the SPECMAP default texture  ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_smallspecmap  “ ENV  ► Do not touch anything, leave the default texture which will be”  env.dds  ”which you will have added at the beginning

PERMANENTLY ON LIGHTS (LEDs) OR OTHER LIGHTS (headlights, lights, indicators, etc.):

Vehicle_lightsemissive

DETAIL  Your texture  MASK ►  Do not touch anything, leave the default SPECMAP texture ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_smallspecmap  “ ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” which you will have added at the beginning

LICENSE

PLATE : vehicle_licenseplate
DETAIL  Do not touch anything, leave the default texture which will be ”  plate01  “
-Transition ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_plate_font  “
BUMPMAP  ► Do not touch anything, leave it default texture which will be ”  plate01_n  “
-Transition ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_plate_font_n  ”  MASK ►  Do not touch anything, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds”That you will have added at the beginning

TIRE:

Vehicle_tire

DETAIL  Your BUMPMAP texture ► The bumpmap of the tire  (create it if it is not given by following the detailed manipulation below) MASK ►  Do not touch anything, leave the default SPECMAP texture ► Download and import the “ specmap_pour_pneu  “texture: ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

RIM AND BRAKE DISC (and ANY other element being on the wheel must be on THIS shader otherwise they will be invisible in game):

Vehicle_tire

DETAIL  Your BUMPMAP texture ► The rim bumpmap IF you need one  (create it if it is not given by following the manipulation detailed below)  OR ”  blank_normal  ” ”  vehshare  ”  MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Use the specmap provided, or the same texture as  DETAIL , for a matte rendering in games, or “  carbon_mesh_shader_spec  ” ”  vehshare ”For a metallic rendering, or the texture” platic_spec2 ”:ENV  ► Do not touch anything, leave the default texture which will be”  env.dds  ”that you have added at the beginning

EXTERIOR WINDOWS (windows, windshields, windows above lights, glass roof…):

Vehicle_vehglass

DETAIL  Download and import the “ vitres_exterieur ”texture: MASK ►  Do not touch anything, leave the default texture SPECMAP  ► Do not touch anything, leave the default texture which will be ”  vehicle_generic_smallspecmap  “ ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

INNER WINDOWS (internal side of the windshield and other windows + meter window):

Vehicle_vehglass_inner

DETAIL Download and import the “ vitres_interieur  ”texture: MASK ►  Do not touch anything, leave the default SPECMAP texture ► Download and import the texture “ specmap_acier ” : ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

BADGES (interior buttons, brand on brake calipers, grilles, logos…):

Vehicle_badges

DETAIL ►  Your texture in transparent format  (.png, .dds, .tga…  NO  .jpeg for example)
BUMPMAP  ► The bumpap grid or brand provided, or create it by following the manipulation detailed below  (”  blank_normal  ” ”  vehshare  ”  IF  it is an element to be left in 2D) MASK ►  Do not touch anything, leave it SPECMAP default texture  ► ”  black  ” ”  vehshare  “ ENV

► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you have added at the beginning

MAIN PAINT :  (Add [PAINT: 1] after your material name)

Vehicle_paint ► vehicle_paint1

DETAIL  ”  vehicle_generic_smallspecmap  ” ”  vehshare  “ MASK ►  Do not touch anything, leave the default SPECMAP texture ► Do nothing touch, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

 SECONDARY  PAINT : (Add [PAINT: 2] after your material name)

vehicle_paint ► vehicle_paint2

DETAIL  ”  vehicle_generic_smallspecmap  ” ”  vehshare  “ MASK ►  Do not touch anything, leave the default SPECMAP texture ► Do nothing touch, leave the default texture ENV  ► Do not touch anything, leave the default texture which will be ”  env.dds  ” that you will have added at the beginning

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Which Shader To Use And For What In Zmodeler 3
Which Shader To Use And For What In Zmodeler 3
Which Shader To Use And For What In Zmodeler 3
Which Shader To Use And For What In Zmodeler 3
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