Update how_to_model_vehicles.md
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@ -32,37 +32,54 @@ The vehicle must be divided in 6 materials:
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Light glasses, windows, etc. This material is controlled by Unreal.
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6. **LicencePlate:**
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Add just a plane, the materials are controlled by Unreal. Depending on the
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car, it is possible to have several materials, but following this
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criterion.
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Put a rectangular plane with this size 29-12 cm, for the licence Plate.
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We assign the license plate texture.
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<h3>Nomenclature of Material</h3>
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* `M*"CarName"* Bodywork`
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* M(Material)_"CarName"_Bodywork(part of car)
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* `M*"CarName"* Wheel`
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* M_"CarName"_Wheel
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* `M*"CarName"* Interior`
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* M_"CarName"_Interior
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* `M*"CarName"* Details`
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* M_"CarName"_Details
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* `M*"CarName"* Glass`
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* M_"CarName"_Glass
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* M_"CarName"_LicencePlate
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* `M\_"CarName"\_LicencePlate`
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<h3>Textures</h3>
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The size of the textures is 2048x2048.
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* `T* "CarName"* PartOfMaterial* d (\_BaseColor*)`
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* T_"CarName"_PartOfMaterial_d (BaseColor)
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* T_"CarName"_PartOfMaterial_n (Normal)
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* T_"CarName"_PartOfMaterial_orm (OcclusionRoughnessMetallic)
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* **EXEMPLE**:
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Type of car Tesla Model 3
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TEXTURES
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* T_Tesla3_BodyWork_d
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* T_Tesla3_BodyWork_n
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* T_Tesla3_BodyWork_orm
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MATERIAL
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* M_Tesla3_BodyWork
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* `T* "CarName"* PartOfMaterial* n (\_Normal*)`
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* `T* "CarName"* PartOfMaterial* orm (\_OcclusionRoughnessMetallic*)`
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<h3>RIG</h3>
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The easiest way is to copy the "General4wheeledSkeleton" present in our project,
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The easiest way is to copy the "General4WheeledVehicleSkeleton" present in our project,
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either by exporting it and copying it to your model or by creating your skeleton
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using the same bone names and orientation.
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