Moreover you can see the active view full screen by pressing “F” on your keyboard. To zoom in and out use + an – on your keyboard and to pan use the arrows on your keyboard. UV Mapper: in this view you can see a texture and you will map the surfaces over it.To zoom, rotate and pan do the same as in 3D view but holding ALT button on the keyboard at the same time you click with the mouse. User view: it’s like 3D view but you can make modifications to your model.To pan the view hold the two buttons of the mouse and drag. To zoom right click and drag, to rotate the 3D model left click and drag. You can’t make any modification in this view. 3D view: you can see your 3D model in 3D with shading, reflections and textures.Front, back, right, left, top and bottom are very obvious, you see your model in front, back, right….Lets see the most important about the views: To change the view and set up the options of each view (for example enable or disable the wireframe, enableįlat shading…) click on the small square on the top left in the desired view. For example youĬan move a vertex in front view and see it in 3D view. (in the active view), but you can see the modifications in the other views at the same time. You can make modifications in one view at time You have 9 views in ZModeler and all of them are very useful. Enabled: you can modify the enabled object (all objects are enabled by default).ĭisabled: you cant modify the disabled object, his color is grey (in 3D view the color is normal).If you put the mouse over the selectionĭeselect: an object, face, edge or vertex that isn’t selected. Selected: the object, face, edge or vertex is in color red.Unhidden: you can see the object, face, edge or vertex. Hidden: you can’t see the object, face, edge or vertex.Active: the object, face, edge or vertex is in color bright blue, the mouse is over it.The modifications in the selected objects (this is very useful to adjust the normals, map…)Īn object, face, edge or vertex has 4 states in ZModeler: To the desired level (vertex, edges or faces) and click on the selection. You have to select the objects on objects level, activate the SEL mode. If you want to make modifications at vertex, edges or faces level in two or more objects, Now switch to vertex,Įdges or faces level to make the modifications. Toĭo this first switch to objects level and click on the desired object. To make modifications at vertex, edges or faces level you must get inside one object. To load an existent z3d file, to save the current file ant the last two to import These buttons are to open a new blank document, This button is to create and modify splines. To change between these levels you can click on the tool bar or press 1, 2, 3 or 4 respectively You can make modifications in ZModeler in different levels: vertex, edges, faces and objects. (a normal is a green line and it defines how light is reflected). A face has 3 verts that are connected by an edge.Ĭontiguous polygons (faces) can share vertices. In ZModeler the meshes are made by faces. Time (blue border) and you can make it full screen by pressing “F” in your keyboard. You can change the size of the views moving the split bars. To change the view, right click on the button on the top left in each view and select the In each part: Front, Back, Right, Left, Top, Bottom, UVMapper, User View and 3D view. ZModeler has the screen divided into 4 parts. Same procedure for lights' model and textures.ZModeler Basics tutorial by Vicente Martí IF zmodeler returns errors for missing textures, you'd better find where are they stored (it will be a x.img) and import them (you'd better delete and re.import the model for automatic material assignment). Opening ZModeler, first of all, you have to import textures (this way zmodeler will edit materials by itslef - otherwise you will do that by your own, not that simple.). (there's some other texture to export but I don't really remember. From the same image export vehshare.wtd & vehshare_truck.wtd textures, as they're shared by many vehicles. With OpenIV export car's model (wtf) and textures (wtd) from vehicles.img. It's not that difficult, but you need (at least) these applications: I've recently made an undercover Sultan model using the pretty >Whelen Avenger Light Bar made by EVI. I'm trying to make an unmarked vehicles so I chose to use these lights: >LINK.
I was wondering how to add lights to a vehicle. Hey guys! So I'm a noob when it comes to all of this ZModeler stuff.