Fairey Swordfish Template. - American - 23.04.2009
Can some one skin this beast for me
(I know this is crappy mapping i just never done it like this before and i was having a bit of a hard time. I think i did pretty well..)
- Jaypack44 - 23.04.2009
I'll take a look at it... don't expect anything too amazing or too soon, but I'll at least give it a try
Very nice - ={TTU}=Zumbach - 24.04.2009
Very nice work american
- canonuk - 24.04.2009
Model looks great, but I'll just say that some areas (i.e. the wings) are rather squashed on the texture, which won't look nice when they're stretched on the model. There's an awful lot of white space - could you not jiggle the positions around so that there's basically no space left and the wings have the full width of the texture, and aren't squashed at all?
- BV238 - 24.04.2009
Great work on the Swordfish Model!
hock:
Cant wait to fly the ole' stringbag
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walter_solito - 24.04.2009
Every day is a new wonderful day!!
Nice work!!
cheers
walter
- American - 24.04.2009
canonuk Wrote:Model looks great, but I'll just say that some areas (i.e. the wings) are rather squashed on the texture, which won't look nice when they're stretched on the model. There's an awful lot of white space - could you not jiggle the positions around so that there's basically no space left and the wings have the full width of the texture, and aren't squashed at all?
I tired. Maybe possible i can make the Bottom set of wing;s a bit bigger but that's it.
- canonuk - 24.04.2009
Well, how about something like this:
Small things like wheels, struts etc can be squeezed in all over the place. It's really important for skinners that a texture isn't squashed or warped, otherwise it makes it very difficult. So large areas should take priority over anything else.
Wings and warps.. - Guest - 24.04.2009
I completely agree with canonuk. to give the major areas as much "fine detail" as posible and to prevent the difficulties that arise when trying to map markings etc onto a stretched or warped skin it is important to get the major areas that usually carry detail, wings - fuselage - tail well positioned, correctly proportioned and if posssible in the same scale.
I note that the red and blue areas of the lower wings could do with enlarging and there is still room to be gained by moving the fuselage sections closer together, but IMHO canonuk's solution is the way forward if skin is to complement and enhance the look of this great model when viewed in the game.
That said I must congratulate you on the first class work you have done on this.
Thanks
GJE52
- American - 24.04.2009
Ill see if i can make it exactly like that.
So has anybody given it a shot?
- Gosling616 - 01.05.2009
Chaps
I am no good at photo shop (I suppose I could learn), but ... I can get photographs of whatever anyone requires as we have 3 Swordfish in the hangar next to me at work.
Gosling
- JAMF - 08.05.2009
Gosling616 Wrote:Chaps
I am no good at photo shop (I suppose I could learn), but ... I can get photographs of whatever anyone requires as we have 3 Swordfish in the hangar next to me at work.
Gosling
All I can say is "Go for it and go as detailed as you can!".
The planes from this era are always a dwindling number, so any photographic documentation will be beneficial. I personally would be more interested in the pilot's view. So any part of the plane he would have seen (leaning, looking around, to the back) I would classify as important, for immersion. Anything photographed in a cockpit would, in the future, add to detailed and realistic representations of them. So even the cover of a switch, or how the back-rest of the seat looks, will improve what can be had in the game(s).