2024 - Tire material animation - sidewalls - Why UVOffset V and not UVRotation?

@asobo

I would like to know why we have to use UVOffset V for the sidewall tire rotation and then make a sidewall material that is difficult to make? At least for me.

  1. Why can we not use a UVRotation material animation - If we can I have not tested. Is it due to the deformation animation?

  2. How would you make a sidewall image texture? I have tried Gimp Warp transformation and it’s an abomination. I don’t use PainShop. Merging a straightened sidewall image with the tread image, how?

You might be able to animate UVRotation if the sim allows it. That would be worth testing. It seems to me that it would work in a similar way where the mesh doesn’t rotate, just the texture.

As far as how to create the sidewall texture, if your starting image is circular, there may not be very many 2D painting applications that can apply the correct transformation. This is really in the realm of 3D mesh painting tools. It’s easy with those because you can just stamp it onto the tire mesh from side view and it unwraps it correctly.

But if you can generate the sidewall text yourself as text, it maps very nicely around the mesh naturally. To be more accurate, you can apply a trapezoid style warp so the inner radius of the tire is enlarged compared to the outer radius.

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Thank you - this is an excellent suggestion.

I will have to research some 3D paint programs - can’t afford Substance. Possibly Coat or Material Maker.

OK thanks for pointing me in a different direction and I had to research this a bit more.

Using your normal map as an example I got things to work better that I had all week.

Not perfect - but pinning some UV vertices should make it better. and the trapezoid
suggestion is something I’ll need to look at.

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You can get a better result if the UV unwrap is completely rectangular. I pick a square face in the middle and then select the rest of the mesh and Follow Active Quads. Much easier to make the texture when everything is straight.

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Yes, that and pinning vertices with 3D cursor S then XY 0 allows me to even the uv map.

My original question to ASOBO, how did the make the image texture. Was it manually painted? Stamped?