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)

Unwrapping Meshes of the Alternate Dauntless Versions

After a long break in August and September (I had to finish a demanding project in my daily work) I am back. This week I made a “slow start”: because in my last July post I finished mapping the SBD-3, now I mapped in the UV space parts that are specific to the alternate Dauntless versions: SBD-1 and SBD-5.

Let’s start with the SBD-1: when you switch into its scene, you can immediately see the gray elements that are not mapped in the UV space (as in Figure 62‑1a). These parts are specific for this version:

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Figure 62-1 Unwrapping elements that are specific to the SBD-1

Continue reading Unwrapping Meshes of the Alternate Dauntless Versions