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This aircraft is in flyable condition (registered as N4864J), but has not flown since its restoration. This wing was recovered separately from Guadalcanal (circa 1980), and restored a few years later. The wing on the left (Figure 70‑1a) belongs to a SBD-4 (BuNo 10518) from Yanks Air Museum in Chino.
#WINGS 3D UV MAPPING SKIN#
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): Figure 70-1 Deformations of the stressed skin (in two different aircraft) This is the continuation on this subject. In previous post I have enhanced the bump map texture effect, using two different images. For the few asymmetric details, I was going to prepare additional areas, intended for the UV mesh faces that contain these elements.Ĭontinue reading Mapping Asymmetric Details of Aircraft Skin Posted in Textures and Materials Tagged Bump map, SBD Dauntless, UV mapping 3 Comments Creating Textures: Bump Maps (3) The plan was that both wings will be mapped in the same points of the UV space, because most of their structure is symmetric. Such a size allowed me to draw all the technical details in higher resolution. It occupies a significant portion of the space. So far I mapped only the symmetric half of the wing on the UVTech texture layout. (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). For example, look at the bottom surfaces of the SBD (Figure 71‑1 shows them on my model): Figure 71-1 Asymmetric details on the bottom surfaces of the center wing and the fuselageĪs you can see, there are several details that are not symmetric. Note the different square colors on the left and right wing, as well as the different letters on the right and the left tailplane.Ĭontinue reading Creating Textures: Color (Diffuse) Map (1) Posted in Textures and Materials Tagged Color Map, Diffuse Map, Ref map, SBD Dauntless, UV mapping Leave a comment Mapping Asymmetric Details of Aircraft SkinĪlthough the technical details of aircraft skin are symmetric in general, there are always exceptions. The final result looks like the model in Figure 74‑1: Figure 74-1 The right side of the model, mapped on the UVMap layoutįor the precise mapping, I used here the color grid image, which I already used in my previous posts. Now I had to complete this work, creating remaining elements of the right side, and unwrapping them on the UVMap layout. Some time ago I unwrapped the left side of this model (see this post, Figure 62-3). In this post I will compose the basic camouflage texture. 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). Hope that will help you work a bit quicker.The color (also known as “diffuse”) map is the most obvious texture, which you can find on every model for games. To get that selection quickly select objects where you have already UV mapped all the faces you need - go to UV editor window and click the 'faces' cube and close UV editor window - Now you will see only the UV mapped faces shown selected on the object - invert the selection 'ctrl+shift+I' - then you can go to UV map - select all - ignore faces. "select all" in the initial UV map window and right click 'ignore faces'. Dont have to 'make hole' - select all the faces and go to uv mapping. The selection then changes to all edges selected (saves you trying to select them all by hand). To select all edges of a large group - select the whole group as objects (drag selection) then click on the 'edges' cube or type 'L'. There is a 'put on ground' function in the 'Tools' menu (saves typing in the value 0). Some tips that may help your workflow a bit. Hi Jan, the only thing I can see that you do different is to make all edges hard and then UV map well inside the window (not wrap as I do).