In this post I will shortly describe, how I prepared an alternate UV map for this purpose.CG Movies and Video Tutorials. While such an arrangement makes the camouflage painting easier, it would be impossible to use such a map with overlapping elements for another important texture: the image of the aircraft skin details. In this mapping various parts of the airplane overlap each other, so the pattern of the test image remains continuous: Figure 63-1 The basic texture mapping – for the camouflage and other “color” textures (UVMap) The original texture map (UV map) finished in the previous post (Figure 63‑1) is appropriate for the color textures (camouflage, national insignia and other markings). The progress of my work in this month will be relatively slow, because I still have some additional activities linked to my “daily” job. Since that time it has been flying during various air shows.Ĭontinue reading Creating Textures: Bump Maps (3) Posted in Textures and Materials Tagged Bump map, Inkscape, SBD Dauntless, UV mapping 1 Comment Tracing Aircraft Skin Details: Center Wing and the Fuselage This aircraft was restored, registered as N670AM, and made its first flight in 1987. This wing was also recovered from Guadalcanal, in the same time as for BuNo 10518. The wing on the right (Figure 70‑1b) belongs to a SBD-5 (BuNo 28536) from Planes of Fame, also in Chino. This aircraft is in flyable condition (registered as N4864J), but has not flown since its restoration. This wing was recovered separately from Guadalcanal (circa 1980), and restored a few years later. The wing on the left (Figure 70‑1a) belongs to a SBD-4 (BuNo 10518) from Yanks Air Museum in Chino. Have you ever noticed that the classic stressed skin of a real aircraft is not ideally smooth? It is more visible in the areas where the skin is thinner, especially on an old, “weary” aircraft (Figure 70‑1): Figure 70-1 Deformations of the stressed skin (in two different aircraft) This is the continuation on this subject. In previous post I have enhanced the bump map texture effect, using two different images. For the few asymmetric details, I was going to prepare additional areas, intended for the UV mesh faces that contain these elements.Ĭontinue reading Mapping Asymmetric Details of Aircraft Skin Posted in Textures and Materials Tagged Bump map, SBD Dauntless, UV mapping 3 Comments Creating Textures: Bump Maps (3) The plan was that both wings will be mapped in the same points of the UV space, because most of their structure is symmetric. Such a size allowed me to draw all the technical details in higher resolution. It occupies a significant portion of the space. So far I mapped only the symmetric half of the wing on the UVTech texture layout. (In addition, let’s do not forget about the asymmetric opening under bottom covers of the fuselage, visible on this picture – see Figure 70‑9 in my previous post). For example, look at the bottom surfaces of the SBD (Figure 71‑1 shows them on my model): Figure 71-1 Asymmetric details on the bottom surfaces of the center wing and the fuselageĪs you can see, there are several details that are not symmetric. Note the different square colors on the left and right wing, as well as the different letters on the right and the left tailplane.Ĭontinue reading Creating Textures: Color (Diffuse) Map (1) Posted in Textures and Materials Tagged Color Map, Diffuse Map, Ref map, SBD Dauntless, UV mapping Leave a comment Mapping Asymmetric Details of Aircraft SkinĪlthough the technical details of aircraft skin are symmetric in general, there are always exceptions. The final result looks like the model in Figure 74‑1: Figure 74-1 The right side of the model, mapped on the UVMap layoutįor the precise mapping, I used here the color grid image, which I already used in my previous posts. Now I had to complete this work, creating remaining elements of the right side, and unwrapping them on the UVMap layout. Some time ago I unwrapped the left side of this model (see this post, Figure 62-3). In this post I will compose the basic camouflage texture. ![]() In my models it is composed of three separate images: the camouflage, the dirt (stains, soot, etc.), and the markings (national insignia, tactical numbers, warning labels, and all other similar stuff). The color (also known as “diffuse”) map is the most obvious texture, which you can find on every model for games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |