Creating Textures: Color (Diffuse) Map (1)

The color (also known as “diffuse”) map is the most obvious texture, which you can find on every model for games. In my models it is composed of three separate images: the camouflage, the dirt (stains, soot, etc.), and the markings (national insignia, tactical numbers, warning labels, and all other similar stuff). In this post I will compose the basic camouflage texture.

Some time ago I unwrapped the left side of this model (see this post, Figure 62-3). Now I had to complete this work, creating remaining elements of the right side, and unwrapping them on the UVMap layout. The final result looks like the model in Figure 74‑1:

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Figure 74-1 The right side of the model, mapped on the UVMap layout

For the precise mapping, I used here the color grid image, which I already used in my previous posts. Note the different square colors on the left and right wing, as well as the different letters on the right and the left tailplane.

Continue reading Creating Textures: Color (Diffuse) Map (1)

Mapping Asymmetric Details of Aircraft Skin

Although the technical details of aircraft skin are symmetric in general, there are always exceptions. For example, look at the bottom surfaces of the SBD (Figure 71‑1 shows them on my model):

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Figure 71-1 Asymmetric details on the bottom surfaces of the center wing and the fuselage

As you can see, there are several details that are not symmetric. (In addition, let’s do not forget about the asymmetric opening under bottom covers of the fuselage, visible on this picture – see Figure 70‑9 in my previous post).

So far I mapped only the symmetric half of the wing on the UVTech texture layout. It occupies a significant portion of the space. Such a size allowed me to draw all the technical details in higher resolution. The plan was that both wings will be mapped in the same points of the UV space, because most of their structure is symmetric. For the few asymmetric details, I was going to prepare additional areas, intended for the UV mesh faces that contain these elements.

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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)

Tracing Aircraft Skin Details: Center Wing and the Fuselage

This week I continue mapping the SBD-5 Dauntless skin panels onto my model. After tracing the outer wing sections, described in the previous post, I traced the center wing section (Figure 65‑1):

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Figure 65-1 Traced panels on the center wing

As you can see in the picture, I also traced the contours of the wheel bay on the wing surfaces. (These openings disappear, when you enter mesh edit mode, because they are dynamically created by Boolean modifiers. Thus such contours will be useful during further work, because in this way you can see these edges while editing the mesh).

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Alternate UV Map for the Aircraft Skin Technical Details

The progress of my work in this month will be relatively slow, because I still have some additional activities linked to my “daily” job. Nevertheless, it is going on.

The original texture map (UV map) finished in the previous post (Figure 63‑1) is appropriate for the color textures (camouflage, national insignia and other markings). In this mapping various parts of the airplane overlap each other, so the pattern of the test image remains continuous:

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Figure 63-1 The basic texture mapping – for the camouflage and other “color” textures (UVMap)

While such an arrangement makes the camouflage painting easier, it would be impossible to use such a map with overlapping elements for another important texture: the image of the aircraft skin details. In this post I will shortly describe, how I prepared an alternate UV map for this purpose.

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Mapping Images onto the 3D Model Surface (2)

This week I finished mapping all the parts of my model onto a two-dimensional image. Figure 61‑1 shows the test image, mapped on the model surface. (Its pattern helps me in keeping the same mapping “scale” for each object):

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Figure 61-1 Model surfaces mapped onto a test image

I did not “unwrap” the small details, like the parts of the propeller mechanism, because I will “paint” all the small parts using procedural textures.

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Mapping Images onto the 3D Model Surface (1)

Because of the holiday break, during July and August I will report my progress every two weeks. I will return to weekly reporting in September.

I have just begun the third stage of this project: “painting” the model. At this moment I am unwrapping its meshes in the UV space . I will deliver you a full post about this process next Sunday. Today I will just signalize how it looks like.

So I started by creating a new reference picture. It had to have a rectangular shape. Inside I placed my drawings of the fuselage, wings, and the tailplane (Figure 60‑1):

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Figure 60-1 Reference drawings for the UV map

Continue reading Mapping Images onto the 3D Model Surface (1)