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Posted

Looks good! Been waiting to see a Vautour for this series.

 

With regard to the panel lines, I usually do pretty well when making the panel lines as a highly transparent Hard Light or Multiply layer (I use GIMP 2). Generally to make them show up they only have to be around 15-30% opacity for a bare metal skin, and slightly stronger for a high contrast camouflage scheme. My advice would be to make the lines transparent enough that you can only just begin to see them, except in the case of panels that have really big, loose seams, which should be about 40-50% opaque. Another technique I find useful for panel lines is to make the panel line layer twice as large as the actual skin while you're making it, and then scale it down to the size of the skin once it's done (with a good resizing algorithm this will ensure the lines will be very fine and smooth).

 

Anyway, that's just my $0.02

Posted

Make sure you use work paths, and then stroke them with your paint brushes. It's good to have two separate work paths, one for lines and then rivets. Makes it a lot easier to work with.

  • 1 year later...
Posted

Cool, one thing I see on your maps that may help; on bitmaps 2 and 4, there is a lot of empty white space. You could try scaling up the UV co-ordinates in the Unwrap UVW modifier to fill up that white space. This would allow for greater amounts of detail to be painted on the meshes that are mapped there, in this case they look like the wings, elevators, tail and other sundry smaller parts. A handy rule of thumb is to try to minimise the amount of spare space left on UVW bitmaps. Looking good though mate, keep it going :good:

Posted
Cool, one thing I see on your maps that may help; on bitmaps 2 and 4, there is a lot of empty white space. You could try scaling up the UV co-ordinates in the Unwrap UVW modifier to fill up that white space. This would allow for greater amounts of detail to be painted on the meshes that are mapped there, in this case they look like the wings, elevators, tail and other sundry smaller parts. A handy rule of thumb is to try to minimise the amount of spare space left on UVW bitmaps. Looking good though mate, keep it going :good:

 

 

rgr going back to work on those................sory Guys

Posted
You UV mapping technique is good though mate, I think you got it sorted. Chat soon dude.

 

I finaly found the peice of the puzzle that I have been missing.....Its called " Attach" :biggrin:

this should help with the mapping

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