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Bomber_12th
December 1st, 2006, 17:42
Here is what I've put together for what I think roughly the texture layout should resemble. If you want, these can be the basis to go off of for the major textures. Smaller texture pieces can be fit in between.

They are 1024x1024 pixels.

http://img485.imageshack.us/img485/2330/texturejt4.jpg

http://img485.imageshack.us/img485/9692/texture2dt5.jpg

http://img485.imageshack.us/img485/6049/texture3vo0.jpg

http://img485.imageshack.us/img485/1607/texture4tr9.jpg

Bomber_12th
December 1st, 2006, 17:56
I also have the capability of adding accurately the panel lines this way, as these outlines were taken directly from proportionately re-sized versions of the same 3-Views being used to design the model.

If it would help to add these panel lines right now to show more accurately where these textures would be applied to the model I can do that as well.

Milton Shupe
December 1st, 2006, 18:15
That looks like a nice guideline for doing the original texture mapping of the finished product. Well layed out B_12th.

I caution everyone to not start any textures based on this however as the templates will be slightly different once mapping starts. During mapping, we have to live within the sectionals of the model (poly boundaries). These breaks will dictate the exact lengths of the templates.

I think this will give Gnoopey some great input on an approach to the texture mapping.

Willy
December 1st, 2006, 18:16
B12, just a sideways thought here.

Would it be worthwhile to do a separate texture for nose art like was done with Dave Eckart's B-26? I'm attaching the noseart I did up for the Merc Air Marauder. The OD green portion is pure black in the alpha so it appears invisible in the sim. Everything else shows up.

Just a thought....

Bomber_12th
December 1st, 2006, 18:43
That would be a good thing to have Willy! I like that only the nose art itself is shown from that sheet.

Gregory Paul
December 1st, 2006, 19:35
I'm with Milton. I dont really see how we can use that because it all depends on how it is modeled. The fuselage might not be in two parts like what is in that layout(I think Milton would have to do some fancy modeling to make it fit that layout). I know B-12 you are ready to go but we have to wait until the model is done for the most part. It would be my hope that we could have the nose part of the aircraft bigger so we can put more detail nose art on her.

We just have to wait until the model is done then talk it over with Gnoopey on the texture layout so we can get it just right. I'm going to load Gmax up so I can look over the model once it done so I will be better able to talk to Gnoopey about the texture layout. Not where do I find the link to reg for Gmax?

Bomber_12th
December 1st, 2006, 19:48
But Gnoopey wanted some ideas for how the mapping should look...you can find the first part of the discussion in the last part of the "Team Organization" thread. :)

My whole problem with making a completely seperate texture for the nose is that then you're dealing with a completely different look compared to the rest of the aircraft. I like the idea though of making a seperate texture for the nose art, but only allowing the nose art itself to show. Also, I think one of the biggest problems facing higher-res repainting is the lack of nose art imaes that are big enough. If we have a seperate texture that can be layed over the existing texture, that can simply be alpha channeled to dissapear, it will allow for smaller-res nose arts due to there not being one big enough, as well as larger-res nose art when available.

Not starting any textures yet, just giving an esitmate on perhaps how they should look.

Gregory Paul
December 1st, 2006, 19:57
But Gnoopey wanted some ideas for how the mapping should look...you can find the first part of the discussion in the last part of the "Team Organization" thread. :)


I hope I did not come across as bully:redf: . If I did sorry!:d I was just like wow as I’ve played with FSDS before and laid out some textures but not before the model was done. I just did not think the textures could be laid out first without making the job hard for the person doing the modeling.

Milton Shupe
December 1st, 2006, 21:23
No problem GP. Bomber_12th was helping us decide what a good approach for mapping might be to accommodate all the concerns we had.

It's this kind of thinking that will help ensure we address all those concerns before we invest the time in a certain mapping approach.

Thanks Bomber_12th for your efforts.

Epsillon
December 2nd, 2006, 00:59
Bomber, it looks good for me ! This kind of mapping will limit stretching (My nightmare ! Have you tried to paint the zone in front of the canopy on Wop's Jug ? :banghead: ).
Willy, it's a good idea to add a seperate texture for nose art. :ernae:

Regards

Stephan

Willy
December 2nd, 2006, 01:03
Willy, it's a good idea to add a seperate texture for nose art. :ernae:

Thank you! I'm nowhere near the painter that yall are, but I'm just glad to help where I can.

PilatusTurbo
December 2nd, 2006, 01:33
Hell, I'm not a painter, and I was blown away by B_12th's texture mapping ideas. He can visualize this before completion or even starting, and that's way more than I could do. Very nice mate! :ernae:

Gnoopey
December 2nd, 2006, 03:05
Bomber, I like that roadmap very much. I assume that you did it with all parts at the same scale, didn't you?

Just one minor issue if I may.... the sheet for the nacelles ... I'd like to see a tad bit more spacing in between the four nacelle sides to allow for some possible corrections with UVW unwrap. I'd propose 5-10 pixels in between. If you could work over what you've already done with a tad bit more spacing that would be just great. Also keep in mind that the wing leading edge is 'critical' and allow for a few more pixel spacing there. Consider that roadmap 'bought' :)

GP - I'm not very familiar with FSDS but the texture mapping tools in MAX / GMAX are mighty powerful and doing a 'roadmap layout' this way in advance to work with is absolutely no problem.

I'm also working with a professional 'unwrapper' to get the job precisely done. You have seen this also on master templates from Milton and myself before. You'll get the GMAX wireframe unwrapped to 2D in pretty much no time and those 'wireframe unwraps' will be included into separate layers of the painting templates. That way a painter can always see every edge of the models wireframe by making the wireframe layers visible temporarily.

Willy, thank you very much for that noseart - I'd like to get it in 1024x1024 BMP quality if I may?

I think with this roadmap, I'll do at least one so called 'decalsheet' for the nose art for both sides. It's a well known technique but unfortunately not many designers have used it in the past. Even the FS9 GMAX sample of the Curtiss Jenny demonstrates the advantages of this technique. You get high resolution stuff mapped onto the model at the cost of a few additional polygons.

EDIT: but I have to repeat Milton's 'warning': painters do NOT start painting right now on that base roadmap - the 3D model dictates the unwraps to a certain point - what Bomber has now shown is a possible roadmap for mapping but it ain't master templates yet ;)

Silver Fox
December 2nd, 2006, 04:19
I've never done it before... but I like the idea of laying out a roadmap first! Just looking at this gives you a very good idea of where things will go and how much room you have to fit little pieces together.

If nothing else this project is making quality design a little more transparent to me... which will only help in the long run. :)

Windrunner
December 2nd, 2006, 06:33
Servus Tom! :wavey:

While I am not sure wich the definitive layout you designers will gave us painters, I think B12's project is good. It's very good, and if you designers don't listen to we painters, expect a future of thunders and shadows in your horizons!:costumes: (only kidding, ok?)

Seriously, that looks an interesting idea. About noses arts related discussion, well, I myself don't like a separate file for nose art because I'm tooo lazy and like to keep things simple; but I can cope with that if you do it. Again B12's idea of "..making a separate texture for the nose art. but only allowing the nose art ITSELF to show..." has my vote. :ernae:

Only the nose art, not reproduciing any part of the fuse itself at all. If not, rivets and panel lines and etc....and time.

Well, back to my cave now. We can wait.

Milton Shupe
December 2nd, 2006, 11:07
Ever since doing the Howard 500, I am a proponent of cylindrical mapping for the engines if you want any kind of real detail there. You can see here just how difficult it can be to keep everything proportionate.

Willy
December 2nd, 2006, 11:53
Gnoop, I snagged that one straight out of the texture folder. But I'll see what I can do. I think I took one of the original nose arts, blew it up to 1024 and worked from there. I usually blow everything up to either 2x or 4x size to work on it, then scale back down to see how it looks.

On that one, the upper portion is for the right side of the Marauder and the lower is for the right. I added Buzz & the wings, then changed the bombs in the original bmp to gold bars.

I've got PSP, but never really learned to use the layering, so I tend to use a combination of several programs and save, save, save...

Dag
December 2nd, 2006, 12:11
Hi B_12th and Milton;

I just love poly wireframes, make sure they're part of the kit, great ref for demarcation lines on disruptive patterns (USAF SEA among them).
Also I like the basic texture mapping good work. I hate textures "projected on" from 90º from the side, makes for awful stretching on horizontal surfaces.
Good stuff, this is gonna be a killer.

Best

Bomber_12th
December 2nd, 2006, 15:06
Okay here are some more openly spaced versions. I don't expect any of the lines I placed to be used in the final texturing, I just added them to make it better understandable to how the fuselage halves come together as well as the wing/fuselage joint, and nacelle/wing meshing.

On the subject of the nose art sheet, I think the best size would be 512x512 to hold both sides for the nose art. If it is placed at 1024x1024 you won't be able to find nose art big enough.

I agree with Dag that the actual mapping itself should be that of the wire frame, as it helps greatly when positioning all the base details.

http://img165.imageshack.us/img165/8232/fuselageqn5.jpg

http://img124.imageshack.us/img124/7529/texture2rh8.jpg

http://img388.imageshack.us/img388/7384/texture3xr4.jpg

http://img388.imageshack.us/img388/8047/texture4yi5.jpg

Gnoopey
December 2nd, 2006, 17:07
thankXXX Bomber_12th and Willy!

No worries Windrunner - we have asked and we DO listen ;)

Milton, I've got the idea of the cylindrical mapping approach. I should have made that clear earlier - sorry for that. As far as I remember I had once also played with cylindrical maps for the B-29 but had to abandon it because the older makeMDL for FS8 and especially CFS2 couldn't handle it. But I'm no longer sure about that fact.

There was a time when I wanted to do the B-29 primarily for CFS2.

Seems I have to give that a serious try. If I'm not completely wrong, you also used a cylindrical map for the Howard's spinner, didn't you?

Gregory Paul
December 2nd, 2006, 17:46
I too just love poly wireframes! That is the best place to start from!

BananaBob
December 6th, 2006, 07:38
Man, this is gonna be great! Fantastic work guys!!:medals::applause::applause: