28.04.2009, 09:38
JAMF Wrote:canonuk Wrote:On the issue of larger skins, I could imagine a possible workaround would be possible if when the modeller mapped a new aircraft, different 1024x1024 textures were used for different areas. For example, the wings could have a dedicated 1024x1024 texture etc. This is already done to a limited degree on certain aircraft. For example, the Bf 109s use the main skin for everything except the wheels, which are mapped to a different texture. This would be easiest to implement on fully new builds. A downside would be the need to have many templates for one whole aircraft, and would probably slow everything down quite a bit.My problem (and many others I presume) is that the P-38 has a lot of surface area in view. The engine nacelles, inner wing and prop are so close and prominent, that you can count the pixels. The wing roots are just under the windows. As cockpit view is where I would spend most of my time, the underside, outer wings and rudder surfaces are not an issue.
The spitfire with functioning doors will get an up-close look of the wings too now.
I can see a big benefit to having 2 textures. No more mirrored text and numbers, if you do a left side and a right side texture.
Only possible problem with a two sided texture for aircraft is if the colors dont match up perfectly on the edges, you will get an ugly line right down the middle of your plane! :? lol
I think the idea of using different 1024x1024 textures for different parts would be great. It would create some quality control issues, but nothing too bad. The increase in quality would be astounding though, once the skinner gets used to the new format.
I don't know a lot about UV unwrapping, but maybe when I get some time someday, I'll export a plane mesh and make some UV maps for different parts. Then I could turn that over to a skinner, and see what they could do with it.
Just don't expect that anytime soon, lol. I'm really a programmer, and models and textures aren't my thing.