FSX: The 1940 Fokker T.5 bomber released - Page 6
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Thread: FSX: The 1940 Fokker T.5 bomber released

  1. #126
    Senior Administrator huub vink's Avatar
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    The T.V and B-25 have in common that they both have two engines and a twin tail, but that is about it. The T.V has a mixed structure, partly metal.wooden wings and the rear part is a fabric covered steel structure, while the B-25 is an all metal aircraft. The T.V has actually more in common with the British medium bombers like the Blenheim, Wellington and Hampden.

    Cheers,
    Huub

  2. #127
    Working on spec maps and bump maps, and I'm happy to conclude that I didn't unlearn bumping. First one looks fine immediately! The fuselage of the T.5 is different from that of the D.21, so light will be distributed on a different way. That's one of the reasons of my 'peculiar' flight attitude in this shot. Oh, and the tailwheel has a little technical malfunction.

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  3. #128
    Ah yes, the good, old keyframe f-up. "What way is this supposed to turn...?"

    I wish I could do my bump maps as nicely as you.

  4. #129
    Thanks Bjoern! It isn't that difficult though. In fact I just start with a 128,128,128 layer, putting a layer of darker panellines above that layer (so they appear deeper) and lighter rivets. Then, I add a metal effect: take a regular water texture, desaturate it and adjust the contrast+brightness so that it's around 128,128,128. Using a layer mask, I mask the panellines and the rivets from this 'water' Next on a very slight noise overlay and that's it (for metal, fabric is another thing). Oh, and convert it using Arno's MCX Texture Converter.

    Edit:
    Fabric: I have normally for these textures already a black-to-alpha blend, which I take along to the normal map. The mid of the fabric is being darkened using a black airbrush and regulating the opacity. A white stripe is placed over the stringers, that's it. It's already very satisfying after a few trials.
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  5. #130
    Senior Administrator huub vink's Avatar
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    It looks very nice Daan!

  6. #131
    it is looking very good indeed!
    You can find most of my repaints for FSX/P3D in the library here on the outhouse.
    For MFS paints go to flightsim.to

  7. #132
    SOH-CM-2024 Cees Donker's Avatar
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    Yup, looks very nice!

    Cees

  8. #133
    Quote Originally Posted by Dutcheeseblend View Post
    Thanks Bjoern! It isn't that difficult though. In fact I just start with a 128,128,128 layer, putting a layer of darker panellines above that layer (so they appear deeper) and lighter rivets. Then, I add a metal effect: take a regular water texture, desaturate it and adjust the contrast+brightness so that it's around 128,128,128. Using a layer mask, I mask the panellines and the rivets from this 'water' Next on a very slight noise overlay and that's it (for metal, fabric is another thing). Oh, and convert it using Arno's MCX Texture Converter.

    Edit:
    Fabric: I have normally for these textures already a black-to-alpha blend, which I take along to the normal map. The mid of the fabric is being darkened using a black airbrush and regulating the opacity. A white stripe is placed over the stringers, that's it. It's already very satisfying after a few trials.
    Thanks!

    I used to simply take my detail layers and adjust them for brightness (sunk or raised) over the plain diffuse texture (or so...it's been a while) and then do GIMP's "normal map" magic. Starting off with a "neutral" medium gray background and the mild water/plasma clouds and noise for the areas in between is new to me.

    As for bump map conversion, I generally run them through ImageTool with .psd as the input format as other methods did produce unusable garbage in FSX.
    (See the bottom of my post here: http://www.fsdeveloper.com/forum/thr...mp-maps.56595/)

  9. #134
    I think the majority of my complete workflow is different, but, never mind...

    The idea behind the clouds/plasma/water is in fact: adding a bit of texture to your bump After I created the basic bump map, for my first D.21 textures, I really wanted a bit extra. Photographs of the D.21 show an irregular surface, especially since the metal skins on the D.21 weren't structural members, and that's what I wanted to implement. Here you can see it on the prototype:



    What I want to achieve on my T.5 nose section (which was the now-common stressed skin structure), is the following (albeit a bit exaggerated, but nice in sim):



    Messing around with the pattern and neutralising the rivet- and panellines, will give this in fact:



    I've been searching the web for a nice method to achieve this and I found someone who used water, and I started experimenting with it.
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  10. #135
    Quote Originally Posted by Dutcheeseblend View Post
    I think the majority of my complete workflow is different, but, never mind...
    It was more of a H/U regarding the perils of improper conversion.
    I might just adopt your bump map creation workflow the next time that I have to deal with them.

    The idea behind the clouds/plasma/water is in fact: adding a bit of texture to your bump After I created the basic bump map, for my first D.21 textures, I really wanted a bit extra. Photographs of the D.21 show an irregular surface, especially since the metal skins on the D.21 weren't structural members, and that's what I wanted to implement. Here you can see it on the prototype:
    ...
    That actually makes sense. As I've said: Noted for later use.

  11. #136
    Tried out both Flight Environment X and FSRecorder today: satisfactory!


    A few pics:











    I rendered a vid too, but that will follow later on...
    dutcheeseblend.blogspot.nl

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  12. #137

    Fokker T.5 video

    The video:

    dutcheeseblend.blogspot.nl

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  13. #138
    Oh my!!!!!!!!!!
    Marvin Carter
    No matter how hard you try, you can't baptize cats.

  14. #139
    Attached Thumbnails Attached Thumbnails thumbup.gif  
    http://www.sim-outhouse.com/sohforums/image.php?type=sigpic&userid=81650&dateline=141228  2824

  15. #140
    SOH-CM-2024 Cees Donker's Avatar
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    Two more months.......and it already looks stunning!




    Cees

  16. #141
    Solothurn nose-mounted 20mm cannon.

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  17. #142
    SOH-CM-2024 Cees Donker's Avatar
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    Is that a bag to collect the shells?

    Cees

  18. #143
    Yep Cees. I might consider removing the thing for practical reasons by the way.
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  19. #144
    Here's a pic of the textured Solothurn, with and without shell bag. Pretty satisfactory IMHO.



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  20. #145
    SOH-CM-2024 Cees Donker's Avatar
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    Looking good indeed!



    Cees

  21. #146
    looking amazing keep up the great work
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  22. #147
    Retired SOH Administrator Ferry_vO's Avatar
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    Looks great, Daan!

    Apparently it was quite drafty in the nose of the T.V, with a big hole in the panels to stick this gun through..
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  23. #148
    It was, Ferry! Sometimes crewmembers got inconscious due to cold and oxygen shortage.

    I made today better light effects, including the blueish formation lights. Not sure about the color of the latter btw.
    I'm experimenting with 3D lights now too, for the landing lights.

    Compare! After:


    Before:
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  24. #149
    Quote Originally Posted by Dutcheeseblend View Post
    I'm experimenting with 3D lights now too, for the landing lights.
    Well, you know where to find the recipe for the materials...

  25. #150
    Senior Administrator huub vink's Avatar
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    The gun looks impressive and the lights look very good nice!

    Cheers,
    Huub

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