B26B FSX Native Marauder Painters Release Beta 1.0 - Page 7
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Thread: B26B FSX Native Marauder Painters Release Beta 1.0

  1. #151
    Ok I've finally had some time to finish up the hard part -- the engines! Now that the bumps are complete here the rest should go much quicker! I have to admit I've been feeling a little burned out with everything going on IRL but I feel much better about this project now that I'm making some headway! It's turning out better than I expected! I'm really pleased with it so far. Ounce the bumps are done I'll send them off to Duckie to complete his paints and I'll focus pin completing my aluminum paint which is not really what you see here. This is more off a warvird look. I'll do both for the folks who like both styles.









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  2. #152
    Beautiful work Rick!!! Planes look so much better P3Dv.4!



    "Time is God's way of keeping everything from happening at once"





  3. #153
    Thanks TuFun! I'm actually flying this in P3Dv3.4. I'm using PTA (which I simply won't fly without anymore) it makes the environment so realistic with ambient lighting effects!
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  4. #154
    outstanding work!
    You can find most of my repaints for FSX/P3D in the library here on the outhouse.
    For MFS paints go to flightsim.to

  5. #155
    That's great progress Rick; looking more life-like with each showing.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  6. #156
    Wonderful stuff B-26 team, can't wait to get my hands on this beauty.
    Regards, Tom Stovall KRDD


  7. #157
    Thanks guys!! Once these are done the specular will be universal. So all one has to do is add their paint as a layer over top and adjust the white/black balance for painted areas and it should look good. Just need tonfimd some time to finish this up. Only 3 textures left to do!
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  8. #158
    Getting closer, had a little time tonight...Left wing basically done.

    MACH 3 DESIGN STUDIO
    Heatblur Rivet Counting Squad™

  9. #159
    Great job Rick, one only has to look back at the beginning of the project to see just how really good this Marauder looks. Looking forward to the download.
    Regards, Tom Stovall KRDD


  10. #160
    Thanks Tom. I just discovered a small booboo that needs fixing before I continue to right wing. Should be complete this weekend with bumps for Duckie.
    MACH 3 DESIGN STUDIO
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  11. #161
    Quote Originally Posted by 000rick000 View Post
    thanks tom. I just discovered a small booboo that needs fixing before i continue to right wing. Should be complete this weekend with bumps for duckie.
    *bump* :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  12. #162
    Funny enough I just emailed Duckie this morning with an update. Maybe you can help. I've been stuck for a few days trying to resolve this. I must be missing some thing obvious. Take a look at my last screenshot. Notice the very leading edge. It has a nice black line running the entire length. That is from the bump. I can't get rid of it. It won't wrap fully around the model to complete the leading edge. It's this a mapping issue on the bump map? Duckie said to me that he had a similar issue but that it was solved by simply painting slightly outside the width of the wireframe. I've done the same. Maybe I need to go even further than I have....
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  13. #163
    Quote Originally Posted by 000rick000 View Post
    Funny enough I just emailed Duckie this morning with an update. Maybe you can help. I've been stuck for a few days trying to resolve this. I must be missing some thing obvious. Take a look at my last screenshot. Notice the very leading edge. It has a nice black line running the entire length. That is from the bump. I can't get rid of it. It won't wrap fully around the model to complete the leading edge. It's this a mapping issue on the bump map? Duckie said to me that he had a similar issue but that it was solved by simply painting slightly outside the width of the wireframe. I've done the same. Maybe I need to go even further than I have....
    Rick,

    See the attached screen captures of the mapping of teh top and bottom. I suspect that the bump is not taking on that leading edge. Red indicates selection of the top and bottom polys for each of those maps.
    The LE is either too vertical to catch the paint of the bump and is likely impacted by the Fresnel ramp.
    Attached Thumbnails Attached Thumbnails ms-2017-jun-27-001.jpg   ms-2017-jun-27-002.jpg  
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  14. #164
    B-26 Willie the wolf




  15. #165
    B-26B BIG ASS BIRD



  16. #166

  17. #167

  18. #168
    Keller's Killer




  19. #169

  20. #170

  21. #171
    The Big Hairy Bird






    There is no alpha layer and I would like to have the know-how of 000rick000 to give a more metallic effect

  22. #172
    Wow! Those are amazing paints Ferondoe!

    Do you have access to the SDK?

    Study the FSX materials and Teapot section. Take a look at the Specular texture alpha channel.

    This link shows the stuff but the selection options beside the teapot are very slow to load for me. If you have the FSX or P3D SDK, that would be better.

    The Fresnel ramp reflection effects may not work here as the reflection option is not selected for the Fresnel Ramp.

    Materials: https://msdn.microsoft.com/en-us/library/cc526971.aspx

    https://msdn.microsoft.com/en-us/library/cc526948.aspx
    Attached Thumbnails Attached Thumbnails ms-2017-jun-29-011.jpg   ms-2017-jun-29-010.jpg   ms-2017-jun-29-005.jpg  
    Last edited by Milton Shupe; June 29th, 2017 at 10:48.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  23. #173
    Ferondoe,

    Maybe Rick can give us a hint or a small tutorial on how he has achieved his great results.

    Meanwhile, you are correct, the diffuse alpha is not enabled (as shown on the first image under Enhanced Parameters). Only the specular texture has the alpha active.

    Here are the material settings for the fuselage, wings, tails, and engines as shown on the fuselage material.
    Attached Thumbnails Attached Thumbnails ms-2017-jun-29-015.jpg   ms-2017-jun-29-012.jpg   ms-2017-jun-29-013.jpg  
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  24. #174
    So I've been developing my own personal techniques over the last few years studying the SDK, and learning sometimes via trial and error.

    For a good metal skin:

    IMO you need to understand the difference between Diffuse Alpha, Specular Diffuse, Specular Alpha.

    In a model where the materials are setup such that reflection is created from the inverse of the diffuse alpha:

    Diffuse Alpha - Controls the amount of REFLECTION ONLY. You must learn to "paint" reflection areas.

    Specular Diffuse - What you want to be in the highlighted areas (smudges, footprints, scratches etc.)...this works hand in hand with the Specular alpha. You are painting "light" here.

    Specular Alpha - You are painting the light intensity.

    Fresnel - If it affects Specular only can add color and viewing angle depending on the blending of the fresnel. If set to refelction only, will change the viewing angle of reflections. You'll need to learn about this in the SDK. Far too much to cover here. Lots of possiblities for usage.

    So bottom line, for metal you need to learn to paint reflections and light and do so in a complimentary way between the Diffuse alpha and the specular texture.
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  25. #175
    SOH-CM-2024 Duckie's Avatar
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    Outstanding work Marty. Love the weathered and chipped paint. The screen shot lighting is a really great effect and shows off your work beautifully.
    Duckie

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