Hs 129 is in the paintshop! - Page 3
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Thread: Hs 129 is in the paintshop!

  1. #51
    Quote Originally Posted by Mathias View Post
    Lovely stuff, and a long overdue plane may I add.
    Do I see that right, are there some little issues with the spinner mappings?
    Is your hair getting a bit grey Mathias!?!

  2. #52
    Quote Originally Posted by eddie View Post
    Is your hair getting a bit grey Mathias!?!
    What's left of it, yes. It looks even worse when there's a spotlight on the baldness.:costumes:
    Mathias


  3. #53
    Quote Originally Posted by Mathias View Post
    Lovely stuff, and a long overdue plane may I add.
    Do I see that right, are there some little issues with the spinner mappings?
    Mat, Ted wouldn't mind a few pointers on that issue!
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  4. #54
    Quote Originally Posted by Bravo/4 View Post
    Mat, Ted wouldn't mind a few pointers on that issue!
    Ok, how is mapped, left/right or front?
    Mathias


  5. #55
    Quote Originally Posted by Mathias View Post
    What's left of it, yes. It looks even worse when there's a spotlight on the baldness.:costumes:
    Never mind what Master Johnson say's, he's a very naughty boy, and shouldn't speak to his elders like that!:costumes:
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  6. #56
    Quote Originally Posted by Bravo/4 View Post
    Never mind what Master Johnson say's, he's a very naughty boy, and shouldn't speak to his elders like that!:costumes:
    Last time he asked me to no longer call him Metusalem so I think that's ok.:caked:
    Mathias


  7. #57
    :costumes:


    And regards the spinner issue, mapped left and right halves.
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  8. #58
    On the mapping issue.
    I think the best is to use planar mapping for spinners, all in one piece from the front.
    Apply a planar UVW modifier, rotate as shown using the angle snap tool.
    Set size to whatever is appropriate.

    http://www.classics-hangar.de/privat...g/grab_046.jpg

    There'll be a helluva of stretching now that we need to unwrap.
    Let's apply an Unwrap UVW modifier.
    Should look like this:

    http://www.classics-hangar.de/privat...g/grab_047.jpg
    The poligons farther to the rear have almost no pixel space on the texture sheet so we need to scale up the crossections, progressively more as we go to the rear of the spinner.
    Selecting vertices is best done by going to the "sideview" in the Unwrapper by selecting the UW mode from the dropdown list.

    http://www.classics-hangar.de/privat...g/grab_049.jpg

    Now select all crossection but those that allready have enough space on the sheet. Go back to the default UV view in the modifier and scale the vertivces up a bit so that the inner poligons on the sheet occupy fairly as much space as they do in the actual geometry.

    http://www.classics-hangar.de/privat...g/grab_050.jpg

    Go back to UW view and unselect the inner crossection, or in other words, select one crossection less than before.
    Back to UV and scale up again.
    Repeat until it all looks fairly even and equally spaced on the sheet.
    Hope that makes sense.

    http://www.classics-hangar.de/privat...g/grab_053.jpg

    http://www.classics-hangar.de/privat...g/grab_055.jpg
    Mathias


  9. #59
    "Oh look Holmes, this Bravo fellow is painting aeroplanes! And who is this Mathias fellow?"

    "Hmmm Watson, I have seen the wanted poster for this Bravo chap, but I'm not sure about this Mathias character! Must be part of Prof Moriarity's gang! Either way, they shouldn't be talking about baldness and grey hair! Why do they think I wear a hat like this, because it looks good?

    I shall track them both down, they will pay for this! Come Watson, the games afoot!!"

  10. #60
    Thanks Mat, I'll let Ted know!



    Sherlock, if you do manage track us down, you'll need more than that metalwork in you avatar to stop us!!
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  11. #61
    dsawan
    Guest
    wow, i am breaking into a sweat. good job with that skin. Hope a desert one or mediterranean one will be available. thx.

  12. #62
    Yep, Ted is making a B2 version, so the MTO will be covered!
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  13. #63
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Hmm

    Quote Originally Posted by Mathias View Post
    On the mapping issue.
    I think the best is to use planar mapping for spinners, all in one piece from the front.
    Apply a planar UVW modifier, rotate as shown using the angle snap tool.
    Set size to whatever is appropriate.

    http://www.classics-hangar.de/privat...g/grab_046.jpg

    There'll be a helluva of stretching now that we need to unwrap.
    Let's apply an Unwrap UVW modifier.
    Should look like this:

    http://www.classics-hangar.de/privat...g/grab_047.jpg
    The poligons farther to the rear have almost no pixel space on the texture sheet so we need to scale up the crossections, progressively more as we go to the rear of the spinner.
    Selecting vertices is best done by going to the "sideview" in the Unwrapper by selecting the UW mode from the dropdown list.

    http://www.classics-hangar.de/privat...g/grab_049.jpg

    Now select all crossection but those that allready have enough space on the sheet. Go back to the default UV view in the modifier and scale the vertivces up a bit so that the inner poligons on the sheet occupy fairly as much space as they do in the actual geometry.

    http://www.classics-hangar.de/privat...g/grab_050.jpg

    Go back to UW view and unselect the inner crossection, or in other words, select one crossection less than before.
    Back to UV and scale up again.
    Repeat until it all looks fairly even and equally spaced on the sheet.
    Hope that makes sense.

    http://www.classics-hangar.de/privat...g/grab_053.jpg

    http://www.classics-hangar.de/privat...g/grab_055.jpg
    Tried this and well it is better. I'll need to practice a few more times but thanks. May not do it for this plane but there will be others.

  14. #64
    nice plane but am I gonna fog up the window every time I exhale?

  15. #65
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Fog the window ....

    Quote Originally Posted by sdsbolt View Post
    nice plane but am I gonna fog up the window every time I exhale?
    You'll break your nose on the wind screen.....

  16. #66
    Here's the first B2 version, it has the wrong exhaust stubs at the moment, but will have the correct one's soon!
    Ted's done a very nice job on this one too!

    This version was used a lot more than the B3, plus it was used in the MTO as well as the Eastern front! Got some nice skins lined up!
    John
    (DR/ MAW/ ETO/ PTO Textures)

    Keep it coming!

  17. #67
    Hey John

    You and Ted are truly masters
    Keep 'em coming....... opss maybe someone already said that
    Cheers :ernae: and have always good flying
    Mai lasciar morire il fanciullo che è in noi

    The child who is inside us, never let him die

  18. #68
    SOH-CM-2019 Capt. Winters's Avatar
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    Hi Guys,

    Hi John,

    what can I say you have done it again, great work :ernae:

    and Ted, she's an awsome looking plane, thankyou so much for the work you have and are yet to do. :ernae:

    regards Rob.
    No other success can compensate for failure in the home..

  19. #69
    Woohoo!!! That looks magnificent!!

    When can we start blowing up things? The explosion effects in ETO are fantastic so I can't wait...

    ACC Member, ETO and PTO contributor & librarian

  20. #70

  21. #71

  22. #72
    Too beautyful , thank you

  23. #73
    when.... when.... when.....

  24. #74
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    When ....

    Soon very soon.....

  25. #75
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    Winter time in the east

    Here is another .... some of the planes will have winter textures too

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