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Everything posted by Geezer
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VonS and I have been discussing lead time. It will take me several months to finish the Pfalz and Junkers textures, and it will take VonS a similar amount of time to develop the very demanding new files for the Caudron R.11. So, the logical thing to do is get the R.11 flying ingame with the skins just roughed in and then pass it on to VonS to work on. Then, I circle back and finish the Pfalz and Junkers. Click shots for hi-res images.
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Back to working details on the Pfalz. As usual, click shot for hi-res image.
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This morning, I finished the camo and started the markings. Click shots for hi-res images.
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Quack74 is busy with Real Life, so I've started work to finish the Junkers' skins. Click shot for hi-res image.
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VonS has developed an outstanding FM for the Pfalz - the aircraft take off smartly and climb quickly. I've gotten a good start on another color scheme. Click shots for hi-res image.
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Has anyone experimented with mixed formations? I just read that most Jastas operated a mixture of Albatross and Pfalz aircraft - very few units were completely equipped with the Pfalz. Figuring out mixed formations would also pay dividends when the Caudron R.11 is finished - they could be mixed with Brequet 14 bombers. There would be an additional benefit to using multiple versions of one aircraft - Pfalz DIII-01, Pfalz DIII-02, Pfalz DIII-03, etc - in mixed formations, each with different markings. Tiny, low-res decals look...um...er...less than stellar when applied to hi-res skins. Painting the aircraft's markings into the artwork looks more realistic. Click shot for hi-res image.
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Making some specific color schemes - samples below. Click shots for hi-res image.
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First flight! VonS sent me a test FM last night, so I built a new folder this morning with the new model. Still lots of tweaking needed, but the damn thing works! Click shots for hi-res image.
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Not to worry - it'll shoot back! Click shots for hi-res images.
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Over morning coffee, I thought I'd expand on making realistic artwork for aircraft. Buried in most every aircraft production contract is an obscure section titled "Gaps and Seams." A gap is the interval between the airframe and a removable panel or opening door. A seam is the interval between two sections of skin attached to the airframe. The section specifies the dimensional tolerances for both - clearly the interval between seams is much tighter than the interval for panels/doors. Indeed, seams are so close together that the human eye cannot resolve the joint at the distance most computer game models are viewed at. There are always exceptions, but usually you do not want to paint lines on your artwork to show seams - only paint lines to show gaps. Lots of pixels are mandatory so the artwork should be large enough to show gaps only one pixel wide. Seams are realistically shown with changes in color or changes in lightness/darkness, not painted lines. Click on shots below for hi-res image.
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Thanks. More examples below - click for hi-res image. It's taken me several years' worth of tinkering to figure out how to get good results in the First Eagles game world. Second shot shows artwork for two different CR32 versions for China or Spain. I'm working out painting techniques for the China version first, because one color is much easier than three colors.
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Progress shots - click to view hi-res images.
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Yes! They are an excellent resource.
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Thanks - the damn thing needed a good engine! Click shot for hi-res image.
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Started detailed textures this morning.
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Took a break from WW1 and played around with some of the 1937 Sino-Japanese war stuff. Click shot for hi-res image.
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Another desaturated shot - click for hi-res image.
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Also, if you like to fool around with paint programs, desaturate an ingame screenshot. Compare the result to a high quality B&W shot in similar lighting conditions to analyze your color values. Click shot for hi-res image.
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I'm running FE2 in Win7 with DX10. In my Options.ini I have: [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=1920 DisplayHeight=1080 DisplayDepth=32 AspectRatio=1.777778 AntiAliasing=1 UseAdvancedShaders=1 ForceDX9=TRUE ForceVSyncOff=FALSE LensFlare=2 DetailLevel=4 ObjectDetail=2 ObjectTexture=3 CockpitTexture=3 CockpitMirrors=1 CockpitReflection=1 EffectsDetail=3 TerrainDetail=2 TerrainTexture=3 HorizonDistance=3 GroundObjectDensity=2 WaterDetail=2 CloudsDetail=1 Shadow=3 Dunno if these settings will work in Gen1, but it's worth a try. Click shot for hi-res image. Also, I have brightened the light levels - standard game lighting is too dark and murky. Below is my Flight folder, which is mostly stuff I got from Quack74 and Panama Red. Flight.rar
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The model is a 1/32 scale kit from Wingnuts: http://www.wingnutwings.com/ww/productdetail?productid=3002&cat=5
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I'll also release a graphics pack, with templates and the Photoshop art (with layers). You can have a great time making new skins.
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Maybe I should make the pilot look like George Peppard?
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Thanks. VonS likes it too, and intends to make an exceptional FM for the model. More shots - click to view hi-res images.
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Finished mapping the D.3a.
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Click shot for hi-res image.