Danziger Posted October 24, 2018 Author Posted October 24, 2018 (edited) On 10/23/2018 at 10:31 PM, BladeMeister said: [edited] Exactly how does this help you to create your template Sir? S!Blade<>< Edited December 30, 2018 by SYN_Haashashin
Danziger Posted October 24, 2018 Author Posted October 24, 2018 (edited) OP edited with download link.. Edited October 24, 2018 by Danziger 1
BladeMeister Posted October 25, 2018 Posted October 25, 2018 20 hours ago, Danziger said: LMAO, I see. Hey do what you have to do. Keep up the good work. S!? S!Blade<>< 1
Danziger Posted October 27, 2018 Author Posted October 27, 2018 I'm working on updating and correcting a few things. I'm afraid sweet release was a little premature. I still need to do some more twerking and I'll have the link back up soon. 2
Danziger Posted October 30, 2018 Author Posted October 30, 2018 OP updated. Link is back online. Happy MiGging! 1
Danziger Posted November 28, 2018 Author Posted November 28, 2018 Ok so I have been doing a lot more twerking than I have been letting on. I stumbled across some excellent photos that allowed me to add (you guessed it!) more rivets and panel lines! I also coloured the interior radio area behind the seat as green metal with bare wood decking. I did some other corrections to panels and rivets. Thanks to @ICDP and @=FB=VikS, I have the bugs squashed for the normal map alpha and the matching blue undercarriage mod is back on! I also found by accidentally looking at original default skins some holes inside the flaps that we have been painting all along as black spots when they should be holes cut out in the alpha channel. So I corrected that as well. Of course doing all of this twerking means having to do some twerking for the alpha and normal map as well. I am also working on deleting a couple of things from the 3d that can be done better using the normal map. The square panel on the left wing root is way too thick. The bolt covers for the metal to wood fuselage joint at the rear of the cockpit are too thick but also too small size. I have deleted with the alpha channel but it still casts a shadow. I know there is a way to delete it completely using the normal map but I cannot remember how. Any tips? I am also working on some weathering (my weakest area) and may actually be getting some help with that to get more natural looking chips and scrapes and such. Once I get all of that squared away, I will be updating everything in the download.
Frenchy56 Posted November 28, 2018 Posted November 28, 2018 Looks pretty damn good, Dan. Keep it up. 1
Danziger Posted November 28, 2018 Author Posted November 28, 2018 I would also like to ask for some help with something else I am stuck on. The radio aerial wire is coloured black for some reason. The other Soviet planes have a wire texture painted on. I would like to do the same. I have narrowed the location down to the extra parts texture where the undercarriage and such is also located. I cannot for the life of me pinpoint where on this texture it is located. If someone can find it, I would be extremely grateful. Here is a link to my spare parts template. http://www.mediafire.com/view/td2bwcdati0bffd/4096_MiG3s24_Parts_Danziger.xcf
Danziger Posted November 28, 2018 Author Posted November 28, 2018 I have also been making improvement on normal map. 1
LizLemon Posted December 1, 2018 Posted December 1, 2018 Bad news about the radio wire. Its the same part of the texture that is the spar. The highlighted box is it.
Danziger Posted December 1, 2018 Author Posted December 1, 2018 (edited) This is terrible Russian news. Oh well, I guess it stays black... EDIT: On second thought, it's no big deal. The spar texture is huge on the template but is for small, out-of-sight pieces on the model. So I just made it slightly brighter. Radio cable looks better and I doubt anyone would notice the difference to the internal pieces. Thanks a lot @LizLemon! Edited December 1, 2018 by Danziger
Danziger Posted December 4, 2018 Author Posted December 4, 2018 (edited) Coming in the next update... I am still messing with the panel dents layer in the normal map trying to get rid of the little swirly and jaggy artifacts. Unfortunately, it seems that the more subtle I make the dents effect, the more artifacts are present. If I increase the effect to get rid of the artifacts, the dents are way too prominent. I have painted the cockpit interior according to photos. The main interior is blue while the stick and some of the rear deck is green. The radio deck behind the seat is bare plywood. I have added details that were missing from the rudder. It was pretty much blank stock. Added option for blue wheels as well as matching interior. Made the holes inside the flap area actual cutout holes instead of black dots. Made some parts in the normal map more detailed such as the pilot seat. Added a panel with a hole just in the front of the canopy. I have no idea what it is but I noticed in all the wartime photos that show this area that all have this so I added it. Added 3d end cuff and weld seam on exhausts. Added 3d effect to grilles for the oil coolers and radiator. Made some corrections inside gear bays and made a better tyre tread effect. Edited December 4, 2018 by Danziger 1 1
THERION Posted December 4, 2018 Posted December 4, 2018 Great attention to detail - amazing work, a piece of art actually. Very nice! 1
FurphyForum Posted December 5, 2018 Posted December 5, 2018 Well done Danziger There's something about it when someone will take and excellent template and enhance it further still, so yeah Well Done again! 1
Danziger Posted December 7, 2018 Author Posted December 7, 2018 New leather for the headrest. I wanted to make it nice and bumpy but for some reason there is no normal map for the cockpit. I have done the best I can using the alpha to enhance the texture.
LizLemon Posted December 7, 2018 Posted December 7, 2018 (edited) Cockpits dont have normals because they are using a different shader than the exterior model. This also means they cant have any gloss and reflections like the exterior either. For normals maps you'll get better results if you save the texture as a TGA file and use compressonator to convert it to a dds. Either set the export settings in compressonator as adaptive or use manual settings like 0.46 red 0.46 green 0.08 blue. You should do this because the blue channel isnt really important in normal maps and most of the data is in the red and green channel. github.com/GPUOpen-Tools/Compressonator Edited December 7, 2018 by LizLemon 1
Danziger Posted December 7, 2018 Author Posted December 7, 2018 (edited) 1 hour ago, LizLemon said: Cockpits dont have normals because they are using a different shader than the exterior model. This also means they cant have any gloss and reflections like the exterior either. For normals maps you'll get better results if you save the texture as a TGA file and use compressonator to convert it to a dds. Either set the export settings in compressonator as adaptive or use manual settings like 0.46 red 0.46 green 0.08 blue. You should do this because the blue channel isnt really important in normal maps and most of the data is in the red and green channel. github.com/GPUOpen-Tools/Compressonator Are there any certain compression settings I should use? I exported it with BC7 and it seems to have broken everything. EDIT: Ok I used DXT5 and there are still some slight artifacts visible when zoomed all the way but it is a vast improvement. Edited December 7, 2018 by Danziger
LizLemon Posted December 8, 2018 Posted December 8, 2018 Yeah there is no way of getting rid of artifacts completely with dxt5. If the developers could add support for bc7 then we could have textures without any noticeable compression at the exact same file size. Compressonator does a better job of things than nvidia and intels dds exporters. 1
Danziger Posted December 12, 2018 Author Posted December 12, 2018 (edited) I must say I am getting ready to give up on this normal map thing. I am trying to get a nice subtle clean look like ICDP's LaGG but I only get ugly jaggy compressed stuff. Edited December 12, 2018 by Danziger
Danziger Posted December 16, 2018 Author Posted December 16, 2018 I've tried to smooth it using a slight guassian blur. It makes the edges of panel lines and such look better but does nothing for the jaggies in the metal skin deformation.
Danziger Posted December 19, 2018 Author Posted December 19, 2018 On 12/16/2018 at 9:28 PM, LizLemon said: Try smoothing the specular. Is this something apart from the normal map?
Danziger Posted December 28, 2018 Author Posted December 28, 2018 I am also working on 4k replacements for the default skins. 1 1
Danziger Posted December 29, 2018 Author Posted December 29, 2018 A couple more 4k version of official skins. 3
Danziger Posted December 31, 2018 Author Posted December 31, 2018 Work has slowed over the holiday but not stopped. This is one of my favourite skins and also a very challenging one. 4 2
sevenless Posted January 5, 2019 Posted January 5, 2019 On 12/31/2018 at 1:46 PM, Danziger said: Work has slowed over the holiday but not stopped. This is one of my favourite skins and also a very challenging one Holy cow. Those are wonderful! 1
Danziger Posted February 1, 2019 Author Posted February 1, 2019 These last few skins are pretty time consuming getting everything lined up right and making tons of tiny little blobs. Only one left after this spotted one and I will be done. Got some new weathering layers added from the amazing @ICDP as well! 4 2
Danziger Posted February 4, 2019 Author Posted February 4, 2019 Ok all the default skins are finished. Now I just need to do a little twerking here and there to get a couple of joints lined up better and it will be ready for submission. 1 2
PatCartier Posted February 27, 2019 Posted February 27, 2019 Hi, it looks really great, congrats ! The problem is i don't know how to open .XCF files with PS.?
Danziger Posted February 27, 2019 Author Posted February 27, 2019 I have no idea either. Maybe a PS pro like @ICDP knows?
Danziger Posted February 27, 2019 Author Posted February 27, 2019 Updated again. Right after I posted it I noticed some blue and red bleeding over onto the wheels. Corrected that as well as added some generic skins and a pretty cool fictional.
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