BlackHellHound1 Posted December 20, 2016 Posted December 20, 2016 (edited) Hello there fellow pilots and skinners, I have started work on my 4K template for the 109F planes. Knowing myself I won't be happy unless it is absolutely 100% accurate. However, to do this I need some very detailed info about every part of the plane. I do not believe that I have enough material to create an accurate template. I, therefore, ask your help! I need blueprints, manuals, stencil info, pictures and if possible. dimensions of components of the aircraft. THE MORE DETAILED THE BETTER! If you find something else that might be useful: Send it. Everything helps! I would much appreciate if you guys can help me realise these templates and make them 100% accurate! BlackHellHound1 Edited December 20, 2016 by BlackHellHound1 5
BlackHellHound1 Posted December 23, 2016 Author Posted December 23, 2016 Hello there fellow pilots, I am having a hard time finding reliable info on the Bf-109F series. Accurate rivet info, plane dimensions, and factory documents are rarely available on the internet. This is clearly not enough for me to make an accurate template. I am thinking about buying a book or some other documents to aid in the process of making the skins. I would really appreciate it if anyone has any recommendations. BlackHellHound1
ICDP Posted December 28, 2016 Posted December 28, 2016 (edited) You will run in to problems if you deviate from the rivet and panel lines layout even slightly. The normal (bump) maps for the aircraft are not editable and will show any deviation from current layout very badly. Your best bet is to simply replace the existing rivets with identically positions but higher resolution ones. Edited December 28, 2016 by ICDP 1
BlackHellHound1 Posted December 28, 2016 Author Posted December 28, 2016 (edited) You will run in to problems if you deviate from the rivet and panel lines layout even slightly. The normal (bump) maps for the aircraft are not editable and will show any deviation from current layout very badly. Your best bet is to simply replace the existing rivets with identically positions but higher resolution ones. I am well aware of this issue. Despite this, I have decided to create a realistic rivet and panel line template. this means there will be some deviation from the original. I decided to do this with the hope that some day we will get access to the bump / normal maps. In which case, I can make my template 100% accurate. For now, I am going to play around with the shine to recreate a "fake" bump map. We will see how this works out in the end. And if this turns out to be very ugly: I can always make a version with the original rivet pattern. BlackHellHound1 Edited December 28, 2016 by BlackHellHound1
Original_Uwe Posted December 28, 2016 Posted December 28, 2016 I've played around with this in the DCS aircraft which do have editable bump maps. If you deviate, at all, from this fixed bump map, it's going to be HIDEOUS! Nothing said about your skinning ability-your work testifies to your skill-but this will not turn out well friend, unless you find a way to make the bump map match.
ICDP Posted December 28, 2016 Posted December 28, 2016 Trust me, I mean this as no disrespect to your talents but it would be a waste of time to create a template that does not match the fixed bump maps. The community of skinners would be better served with usable template. You also assume the existing panel and rivet layout is inaccurate? As someone who has done texture work in FSX (A2A Spitfire, P51, Civilian Mustang, P40, P47, B17, B377) professionally I know that unmatched textures maps look horrible. Without access to the normal (bump) maps you would be wasting your valuable time.
Zargos Posted December 30, 2016 Posted December 30, 2016 I salute the effort of those who spend much time and many effort to produce realistic 4K templates despite normal and bump maps are not yet converted in 4K and not yet editable. As far as I'am concerned I've been hesitating to start a 4K skin or 4K template, but I enventually decide to wait for the maps to be edited in 4K. I think I'm becoming lazy as I grow in age ! Guys, I sincerly hope that all your efforts shall convince the dev team to open those maps and eventually allow skiners to provide a helpfull contribution to the game. May be a wish for 2017 ? Season greetings ! 2
BlackHellHound1 Posted December 30, 2016 Author Posted December 30, 2016 I salute the effort of those who spend much time and many effort to produce realistic 4K templates despite normal and bump maps are not yet converted in 4K and not yet editable. As far as I'am concerned I've been hesitating to start a 4K skin or 4K template, but I enventually decide to wait for the maps to be edited in 4K. I think I'm becoming lazy as I grow in age ! Guys, I sincerly hope that all your efforts shall convince the dev team to open those maps and eventually allow skiners to provide a helpfull contribution to the game. May be a wish for 2017 ? Season greetings ! Thanks man, I too hope that some day we will get access to the normal maps. It would make our skins a whole lot better. You also assume the existing panel and rivet layout is inaccurate? I never assume anything and I never trust a single Item, single picture or single drawing. I do careful research before I begin with anything. During this period I compare several real planes (of the correct model) with each other to find the exact patterns. I then compare these patterns with the template given by the devs. When doing this I noticed some inconsistencies with the template provided by the devs. I am always looking for the most accurate possible templates and skins. This means that when I make my own pattern I correct these inconsistencies. BlackHellHound1
BlackHellHound1 Posted January 4, 2017 Author Posted January 4, 2017 Hello there fellow pilots, Here a little preview of my work so far. I have worked on the following: - New rivet pattern. (Based entirely on pictures and available info that I could find) - Adjusted Panel lines. - New Screws Pattern. Lots of work is still required. Although the most time-consuming part should be done. Although I will still make changes if I find evidence that something is incorrect. I am still not 100% sure if I can indeed finish this project the way I want since it depends on whether or not we can get access to the normal or bump maps. If it turns out that we don't have access to the normal/bump maps at the end of this project then I will have to revert back to the original rivet, panel line and screws patterns. This would be unfortunate but I guess that is the way it is... You can see all pictures here. BlackHellHound1 P.S. Jason_Williams, If you read this: plz check your inbox. 1
BlackHellHound1 Posted January 7, 2017 Author Posted January 7, 2017 Hello there fellow pilots, I have mad some progress on the template. So far I have added the following effects. New rivets New rivets effects New screws (both large end small) New screws effects New Panel lines and Panel shadow effects I am still refining the various effects so these might not be final. apart from that it After this, I will probably work on the larger shadow effects. BlackHellHound1 6
Yakdriver Posted January 8, 2017 Posted January 8, 2017 i like your radio compartiment screws.more screenshots. more, please... closer... and many more please.i feel like reaching out and touching her.though i fear her like the devil. 1
BlackHellHound1 Posted January 11, 2017 Author Posted January 11, 2017 (edited) Hello there fellow pilots, Here are a few more images of the 4K template. Due to my busy schedule, have I not been able to do much work. I am currently working on the dirt effects and will move on to scratches and wear afterwards. I have also received the news (from Han) that we will get access to the bump maps for all planes once Mod Support is released. This means that I will continue with the more accurate panel, rivet and screw patterns. Since it is possible that I finish this skin before mod support is enabled, it might happen that for a while the skin will have an incorrect bump map! It is my intention to fix this as soon as the bump maps become available! Here are some close up images of the various elements and effects that I have added. Most notably are the small and large crews, missing holes, and rivet effects. You can find more pictures Here. BlackHellHound1 Edited January 11, 2017 by BlackHellHound1 6
bmppanda Posted January 11, 2017 Posted January 11, 2017 нужно сделать тоньше щель капота!приглушить или уменьшить линии расшивки после кабины к хвосту
Original_Uwe Posted January 11, 2017 Posted January 11, 2017 (edited) Wow thats excellent news from Han! Kudos to you BHH, good work! нужно сделать тоньше щель капота!приглушить или уменьшить линии расшивки после кабины к хвосту "It needs to be made thinner slit hood! mute or reduce the jointing lines after cockpit to the tail" Honestly hes building the raw template-the features of which are by their very nature going to be bold. The end user can change their opacity/width at will, but better to give the end user the option. Edited January 11, 2017 by 5./JG26_Dots 1
BlackHellHound1 Posted January 11, 2017 Author Posted January 11, 2017 Thanks a lot guys. I really appreciate your comments нужно сделать тоньше щель капота!приглушить или уменьшить линии расшивки после кабины к хвосту Please only useEnglish. This is the English forum, not the Russian forum. "It needs to be made thinner slit hood! mute or reduce the jointing lines after cockpit to the tail" Honestly hes building the raw template-the features of which are by their very nature going to be bold. The end user can change their opacity/width at will, but better to give the end user the option. Those panel lines are not yet done. The placement and thickness will not change but I will still add some effect to them to make them more realistic. (changing the opacity looks really ugly btw... I am going to use some different tricks) BlackHellHound1
BlackHellHound1 Posted January 13, 2017 Author Posted January 13, 2017 (edited) Hello there fellow pilots, The 4K Bf-109F-4/2 project is coming along nicely This also seems to be the right time to let you guys know what I have done so far. So far I have remade and added the following parts and effects: Structural: New rivets, small and large New screws, small and large New panel lines, hatches and access panels Additional holes Structural effects: Various panel line effects Small parts colour effects and shadows Cockpit shadow effects Various other small external shadow effects Internal shadow effects in the following areas:Rudder Elevator Ailerons Flaps Slats Water Radiators inside front and back Water radiators outside sides Oil radiator Aileron control covers Compressor intake I have also improved and sharpened the internal parts of the plane. (Even though these won't be visible for the pilot of the plane.) Weathering: Various general dirt types to create a realistic dirt effects (mostly in places where dirt would likely collect) Exhaust Dirt/Grime Belly oil Leaks Gear Oil Leaks Small fuel and oil spill Gunsmoke Residue Propeller hub dirt effects New paint chip and scratch effects. I also did some preliminary work on the Alpha layer which consists of the above-mentioned layers and several more. Nearly every layer has unique layer effects and blending options added to them to create the most realistic effect. Please keep in mind that these can still change! Next up is to add a more realistic effect for the panel lines and add the fabric parts effects Here are a few more close-up screenshots of my 4K template project to feast your eyes on! As usual, you can find more here. BlackHellHound1 Edited January 13, 2017 by BlackHellHound1 6
Boomerang Posted January 17, 2017 Posted January 17, 2017 Looking really good BlackHellHound1. It's great to read the news regarding bump maps. For now, imho, I would remove the rivets from the canopy. Like what you are doing with the shading tricks as well, (that looks really cool), and as always, nice paint work.
BlackHellHound1 Posted January 22, 2017 Author Posted January 22, 2017 (edited) 4K Bf 109F-4 Default Skins Hello there fellow pilots, After almost 2 months of work, I have finally completed the skin part of my Bf 109F-4 Template project. The many hours spent researching and painstakingly remaking all the parts and layers of the template have paid off. My goal with this skin was to make a more accurate skin template. Therefore, I have added many bits of detail that are not present on the original 2K template. Over 320 layers with probably double the number of effects applied to these layers have resulted in a near completely new template. I would also like to thank Bismarck for helping me with information and manuals on the plane. It helped me greatly to improve the skin's detail. 320+ layers sounds well and nice but I am sure you want to know what I changed. The list is long but covers pretty much everything that I have completely remade. Structural: Rivets: I have rebuilt the rivet pattern with rivets of a new shape. The shape is that of a cross. When loaded in the game it more resembles a round rivet. More so then a square rivet shape. Additional effects create the look of a rivet that has caused a slight amount of plate metal deformation. The pattern was completely rebuilt with the use of Luftwaffe manuals and pictures of various 109's. Screws: I added 2 new screws types in the places where they belong. I designed them in such a way that they actually look like a screw. Dirt effects around the screw make the screws stand out just a bit more without looking unrealistic. Panel lines: The majority of the panel lines were fine. I simply replaced those with lines of finer detailed lines. I did notice that some lines were slightly misaligned. I realigned these and changed the rivets pattern accordingly. Additional holes: There are a few holes in the plane that were not previously present. These holes are added with a special effect on the Alpha layer... (they are actual physical holes!) Early and late version: Both the F2 and F-4 have an early and late version. With the F series introduction, it was noted that the horizontal stabiliser needed some more reinforcements to deal with the additional stresses (because of the removal of the supports present on the E series). These reinforcements were initially placed on the outside of the fuselage and consisted of 4 reinforcing plates under the horizontal stabiliser. On the later versions of the F-2 and F-4, these were replaced with either a reinforced internal frame or internal reinforcing plates. Since there are 2 versions of each plane, I decided to make both. (you will find both skins in the folder) Structural effects: I have added a variety of shadow effects to the panel line so to make some of them look like they stand out just a little bit. The most noticeable places where I added such effects are; below the cockpit, above the wing roots and around the horizontal stabiliser. However, Small shadow effects like this are visible on the entire plane in the correct places. Small parts like access panels, fuel caps and other small parts have also received corresponding shadow effects. As mentioned before, Rivets have been given realistic shadow and warp effects. These effects are added in such a way that in certain light conditions the rivets will look different. Although, in most cases, the rivets are nearly impossible to notice. The screws have also been given realistic effects. As mentioned before, there are 2 types of screw. A small flat-head screw which is used over almost the entire plane and a large type with is used on the wing roots and medical supplies hatch. Technically, there are 4 types of screws but they are quite similar. These screws each have their own effects to create unique screws that don't look like they are simply copied and pasted. To further enhance this, I made it look like the screws are turned in different directions. I have added internal shadows between the main fuselage and the various control surfaces. These shadows can be found in places like the ailerons, rudder, flaps and much more. The Bf 109F series still has some parts covered in fabric. The parts have been given appropriate effects to make them look like fabric and not like metal. For instance, they are a bit duller resulting in less light reflection in certain situations. Internal parts: I have improved and sharpened the internal parts of the plane. (Even though these won't be visible for the pilot of the plane.) The radiators have been completely remade to more closely resemble the real radiators. Of course, these are barely visible but still worth the effort. A variety of other small internal parts has been changed to more closely resemble the real plane. Weathering: Weathering was a difficult challenge. The first and most important thing was to decide how and how much weathering there should be. Since I am trying to make the template as realistic as possible, I decided to base if off pictures of WW2 Bf 109's. The most noticeable about the weathering on these planes is that the planes are often dirty on the underside but have very little scratches. Most scratches can be found where the pilots and mechanics are standing on the wings. I tried my best to recreate this. Most dirt can be found on the underside of the nose, the underside of the flaps, the underside of the tail, and where the pilot and mechanics would stand on the wing. Other areas have less heavy dirt with some area's looking almost perfectly clean. The scratches are placed mostly on the left wing where the pilots and mechanics would step. There are also some scratches on the gear covers, the underside of the flaps and underside of the tail. Although, these are not as big or dense. The rivets in these areas also have some dirt effects added in these same areas. This simulates the dirt that would build up between the rivet and plate metal and makes them stand out a bit better. I remade the oil leaks on the underside of the plane as well. I based it off 2 images that I found of the underside of the plane. I did not add heavy leak effects like the original template since these planes were usually maintained very well. I had the same gaol with the exhaust smoke residue. I found very few pictures of Bf 109's with heavy exhaust smoke residue so I made mine to copy this lighter effect. The same counts for the gun smoke residue. Not too heavy but still visible. It is always possible for the mechanics to spill a bit of oil or fuel when servicing the plane. Therefore, I added small but not overpowering leak effects around the fuel hatch and oil hatch. Camouflage pattern and Decals The camouflage is based off a document that was used in WW2. It shows the factory standard camouflage pattern for the Bf 109 of this time period. All colours are added as mentioned in the document. The decals were a bit more complicated. SPECTRE76 made a very nice document with all factory markings for the 109's. I decided not to use these but instead make my own with the use of the field manual pages included in his .ZIP file. The decals, colours and sizes are all as described in these field manual pages. I determined the placement of these decals with the use of WW2 pictures. The Balkenkreuz on the wings and fuselage have also been remade according to field manuals. The Hakenkreuz and Hakenkreuz replacement were remade in the same way. Due to the higher resolution, many of these decals are no readable from a short distance. Other small parts The plane contains many different small parts that are usually overlooked. Things like the charging cover, gear parts, panel locks, exhausts, data plate and much more are either completely remade with the use of pictures or improved versions of the original layers. The gun pod detail has also been improved with the same effects I mentioned above. Alpha layer The alpha layer has been rebuild to match the newly made rivets, panel lines, smoke, scratches, etc. Almost every layer in the above mentioned; Structural, Structural effects, Internal parts, Weathering and Other small parts has been added and adjusted to create the most realistic look possible. Each layer in the Alpha channel has its own effects and combined they create a very realistic looking reflection pattern on the plane's surfaces. As mentioned before, the fabric parts are a bit duller since they would not have the same reflection as metal parts. I also added a few minute fixes to the alpha channel outside of my personally added effects. Cleaning up a few things left and right to improve the model. Especially when looking at the plane from close range. Bump map Since we are currently unable to change the bump map, there are a few things that do not line up with the existing bump map. It is my intention to remake a matching bump map once mod support is released. However, in most situations, this should not be problematic. 4K template The template for the Bf 109F-4 Will take a little more work before I can share it. My current file sizes are 1.05GB. This file is so big that I have to hide about 80% of the layers in order to make the file workable. I am going to combine most of the layers to create a smaller file. This will mean that some elements are less editable but I am sure you guys have the skill to make it work. After I have released the template, I will make the required adjustments for the Bf 109F-2. You can download the 4K 109F-4 Default skins in my skin museum. As usual, they come both with and without Hakenkreuz. BlackHellHound1 Edited January 22, 2017 by BlackHellHound1 4
ICDP Posted January 22, 2017 Posted January 22, 2017 (edited) Great work on the skins produced, your talent is clearly obvious. Thank you for the skins. I hope you take this as positive criticism and despite the fact you obviously researched to correct panel and rivet layout. I would personally not have deviated too far from the non-editable bump (normal) maps as from certain angles the difference are very obvious. Thankfully the originals are not glaringly wrong in most areas. I would have love to have made perfectly accurate Fw190a-3 and Pe-2 templates but doing so did leave me the same issue I see with some parts of your skins. Please don't take offence at my comments, I know the work involved in doing a template. I do hope that we get the ability to make a 4k normal map from our work in future. On another question. I note your skins are ~16Mb compared to 21Mb for mine. Did you leave out mipmaps? Edited January 22, 2017 by ICDP
BlackHellHound1 Posted January 22, 2017 Author Posted January 22, 2017 Great work on the skins produced, your talent is clearly obvious. Thank you for the skins. I hope you take this as positive criticism and despite the fact you obviously researched to correct panel and rivet layout. I would personally not have deviated too far from the non-editable bump (normal) maps as from certain angles the difference are very obvious. I would have love to have made perfectly accurate Fw190a-3 and Pe-2 templates but doing so did leave me the same issue I see with some parts of your skins. Please don't take offence at my comments, I know the work involved in doing a template. I do hope that we get the ability to make a 4k normal map from our work in future. On another question. I note your skins are ~16Mb compared to 21Mb for mine. Did you leave out mipmaps? Hey ICDP, Your criticism is duly noted However, with the knowledge that we will get access to the bump maps in the near future, I decided to go this route instead. I did indeed leave out the Mipmaps, I have not found any advantage in using them so leave them out. BlackHellHound1
ICDP Posted January 22, 2017 Posted January 22, 2017 Maybe BoS uses a different method? But I have always been told by any devs I worked with, that mipmaps be generated to avoid shimmering and excessive resource hogging.
BlackHellHound1 Posted January 22, 2017 Author Posted January 22, 2017 Maybe BoS uses a different method? But I have always been told by any devs I worked with, that mipmaps be generated to avoid shimmering and excessive resource hogging. I know what mipmaps do and what they are for. The reason why I don't use them is since I haven't seen the game actually use them. Although, I would love to hear from a def whether or not they are useful or not in this game. BlackHellHound1 1
DetCord12B Posted January 22, 2017 Posted January 22, 2017 I know what mipmaps do and what they are for. The reason why I don't use them is since I haven't seen the game actually use them. Although, I would love to hear from a def whether or not they are useful or not in this game. BlackHellHound1 I don't use them either. In IL-2 or in my FSX/P3D liveries. The performance gain in MM's comes from improved locality and reduced texture bandwidth. They served a purpose back in the day, like the early-mid 2000's when hardware was lacking but they just aren't needed anymore.
ICDP Posted January 22, 2017 Posted January 22, 2017 (edited) I know what mipmaps do and what they are for. The reason why I don't use them is since I haven't seen the game actually use them. Although, I would love to hear from a def whether or not they are useful or not in this game. BlackHellHound1 I don't use them either. In IL-2 or in my FSX/P3D liveries. The performance gain in MM's comes from improved locality and reduced texture bandwidth. They served a purpose back in the day, like the early-mid 2000's when hardware was lacking but they just aren't needed anymore. Guys I just did a quick test 8x Fw190-a3 vs 8x Pe-2, all with 4K skins. First with mipmaps enabled and then with mipmaps disabled on the skins. I have an R9 Fury X 4GB VRAM and using 4K resolution, everything ultra apart from motion blur. VRAM usage with mipmaps enabled was max 3380Mb. VRAM usage with mipmaps disabled was max 3490Mb. These readings came from MSI Afterburner. FPS was pretty much pegged at 60 FPS over Stalingrad Autumn map with both tests, so FPS was not a problem. Though the extra 110Mb VRAM usage may not seem a lot, it is bringing VRAM usage closer to the point where stutter may occur and also has requires more bandwidth during texture fetching. I am not saying this is exactly how BoS handles textures, but my simple test above shows no mips does take up more VRAM with multiple AC loaded. Feel free to test for yourself. For example a flight of 8x aircraft spawn 10km from your plane and 128Mb of VRAM is required because each aircraft requires a 16MB full size 4096x4096 texture loaded into VRAM. Even though at 10Km you will never see those little details. With mipmaps the lowest res mipmap texture is loaded for each aircraft and only a few Kb is required. Especially with missions generated with PWCG which can have more than 16 aircraft occupying the same area. I may be giving potential worst case scenarios but on older GPUs equipped with 2GB or 3GB VRAM every little helps. Edited January 22, 2017 by ICDP
BlackHellHound1 Posted January 29, 2017 Author Posted January 29, 2017 Hello there fellow pilots, I have finished my conversion to make the template work on the F-2. Since the majority of the plane is the same, there are not many structural changes. I wanted to make sure that the 2 planes would not look the same so I also made changes to the camouflage pattern and weathering. The 4K template will be released in a while. It will take some time for me to compress it. As usual, the skin comes both with and without Hakenkreuz. You can download the skins in my museum. BlackHellHound1 4
BlackHellHound1 Posted January 31, 2017 Author Posted January 31, 2017 Hello there fellow pilots, I have just a few quick and dirty tests to see how the normal maps work. What I have seen so far is very revealing. Both in a good way and bad... A new folder has been added to the graphics folder named "planes". This folder holds the normal maps of all planes. There is a file inside the "planes/(plane)/texutres". This file is the bump map for all planes of this type. This means that changing it will also change the bump file on the default skins and other custom skins. I will have to do some testing to learn more about it. I will create normal maps for my 4k skins as soon as I have time. BlackHellHound1 2
Danziger Posted January 31, 2017 Posted January 31, 2017 What would you say is good and bad? I haven't been able to check it out yet but this is something I also want to edit with the MiG-3.
BlackHellHound1 Posted January 31, 2017 Author Posted January 31, 2017 What would you say is good and bad? I haven't been able to check it out yet but this is something I also want to edit with the MiG-3. The good thing is that we can edit them ourselfs. Fix small mistakes and create completely new templates (like i did with the F-4 and F-2). The bad thing is that the default skins are also changed. This means that I realign a small part it will now look ugly on the default skins. Like I mentioned before. Some more testing will have to be done. BlackHellHound1 1
BlackHellHound1 Posted February 3, 2017 Author Posted February 3, 2017 4K template and skins update! Hello there fellow pilots and skinners. As was pointed out by Pierre64, 2 of the decals on my Bf 109F's were accidently switched around. I have fixed them so they are now in the correct position. You can download the updated skins via the original links. I have provided them below as well. 4K Bf 109F-4 Default skins: http://www.mediafire.com/file/s3hyz5xztjekq9h/4K_Bf_109F-4_Default_Skins.zip 2K Bf 109F-2 Default skins: http://www.mediafire.com/file/ig43ljbau7vvijr/4K_Bf_109F-2_Default_Skins.zip I will post the updated Bf 109F-4 Template update in the 4K Bf 109 F-4 Template Download topic. You will also be able to find these skins in my museum. BlackHellHound1
BlackHellHound1 Posted February 10, 2017 Author Posted February 10, 2017 (edited) Hello there fellow pilots, A few days ago I shared my Bf 109 F-2 Template. Before I shared this template I started working on the new normal map for the F-4 and F-2. I have been working on this since latest update on the 31st of January. It is about time that I share my progress. I have set myself to add several different effects that will make the plane look closer to its real life counterpart. I have used to the normal map effects to add the following features to my skins/templates. Apart from the standard important features such as rivets and panel lines, I have also added a series of new effects. These include but are not exclusive to the following: Overlapping panels. (such as on the fuselage and wing roots) Metal warping due to changes in temperature. Screws and the deformation caused by screws. Most effects are most noticeable when used in-game when the reflections shift. I have tried to capture these effects to the best of my ability. Some are hard to see, though. I still have a lot of work to do before it is finished. Most notably would be the fabric effects on the control surfaces. You can find more pictures in my 4K Bf 109F-4 Normal Map gallery! The effects are most visible if the image is full size! Edited February 10, 2017 by BlackHellHound1 4
BlackHellHound1 Posted February 19, 2017 Author Posted February 19, 2017 Hello there fellow pilots, I have shared the Normal Maps for both the F-2 and F-4. They match my 4K Bf 109F-2/4 skins and templates perfectly. They add many new effects to make to planes look even more realistic. There is something to keep in mind though These 4K Normal Maps differ greatly from the original normal maps and skins. This means that these normal maps will only work with skins which are made with my 4K Bf 109F-2/4 Templates! Therefore, I advise you only use skins made with my 4K Bf 109F-2/4 Template when you install these normal maps. You can find the download links for these in their respective template releases (4K Bf 109F-2, 4K Bf 109F-4) or in my museum.
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