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Posted (edited)

You can have 1 picture, that contains the whole plane OR split parts into separate pictures for the textures. If you have 1 picture, than you have to UVmap everything to that one picture. If you want 2 or more, than you have to map every part to their own picture. If you split your mapping into separate parts, then you could make 1 file for the fuselage, a second one for the wings and maybe a third for the tailplane. You need a separate material for each mapping though (I started to name them accordingly - in that example you could use: MaterialFuselage, MaterialWings, MaterialTail). In the picture above I used 1 texture for the whole model, as it's a target drone and rather small. So everything fits on the canvas and it is still big enough to add some details (The texture file's dimension is 4096x4096 pixels).

Here's the full picture of the texture (without the orange paint for better visibility):

Textures2.jpg.06f54bf9003d750165135413f16a6fee.jpg

Edited by Nyghtfall
Posted
14 hours ago, KJakker said:

Be sure to get Mue's Toolbox and LODViewer from the SF2 utilities section if you are going to do modding.

theres a reason why the modder of all disciplines sing songs of praise on that. check your model, check a skin, check placement of a decal, hitboxes, animations. almost all able to view after saving the relevant ini or image file (a new skin folder you have to start then quit the game, but then any alterations within can be viewed in LODViewer

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