Creating Textures: Bump Maps (3)

In previous post I have enhanced the bump map texture effect, using two different images. This is the continuation on this subject.

Have you ever noticed that the classic stressed skin of a real aircraft is not ideally smooth? It is more visible in the areas where the skin is thinner, especially on an old, “weary” aircraft (Figure 70‑1):

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Figure 70-1 Deformations of the stressed skin (in two different aircraft)

The wing on the left (Figure 70‑1a) belongs to a SBD-4 (BuNo 10518) from Yanks Air Museum in Chino. This wing was recovered separately from Guadalcanal (circa 1980), and restored a few years later. This aircraft is in flyable condition (registered as N4864J), but has not flown since its restoration.

The  wing on the right (Figure 70‑1b) belongs to a SBD-5 (BuNo 28536) from Planes of Fame, also in Chino. This wing was also recovered from Guadalcanal, in the same time as for BuNo 10518. This aircraft was restored, registered as N670AM, and made its first flight in 1987. Since that time it has been flying during various air shows.

Continue reading Creating Textures: Bump Maps (3)

Creating Textures: Bump Maps (2) and the Opacity Map

Originally I was going to describe the finished bump map in this post. However, when I started writing it, I discovered that I have enough materials for at least two subsequent posts. Thus I decided to split this text into this and the next article.

There are many small openings in the aircraft skin. For example ­– perforation of the SBD Dauntless wing flaps, or small slots for control surfaces actuators. It would require a lot work to model each of such details “in the mesh”. What’s more – it would make the model meshes much more complex, which would hinder the UV mapping, and so on.

Fortunately, there is a much simpler solution for all these small openings. Just draw their shapes as black objects on white background, then use this picture as so-called opacity map (Figure 69‑1):

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Figure 69-1 Opacity map and its effects

As you can see in figure above, the final result does not differ from the openings modeled “in the mesh”.

Continue reading Creating Textures: Bump Maps (2) and the Opacity Map