Creating Textures: Basic Bump Map (1)

In this and the next post I will describe my work on the first of the textures required for the SBD Dauntless model. It is called bump (height) map. I use it for recreating all of the minor details that are visible on the aircraft skin.

However, before I begin this work, I had to put my model into more “natural” surroundings. I imported the environment (World) and the material settings from my previous model (the P-40).  You can see the initial results below (Figure 68‑1):

0068-01
Figure 68-1 The model, placed “in the air”. I applied the preliminary shiny (duralumin) material

Of course, the propeller of this aircraft is static, and there is nothing in the cockpit and under the engine cowling. Do not worry, this is just the first approximation! The principle is that you should work with the materials in the final environment. Otherwise the final result may not look as you want. In this case there is an outdoor scene, full of the sunlight. (Every painter will tell you, that everything on the picture depends on the light: many details would look quite different in the indoor lights and their soft shadows).

As you can see, I decided to start this work with an ideal, smooth and shiny material. Each new texture that I will apply will make it more realistic.

Continue reading Creating Textures: Basic Bump Map (1)