MachNix said:Okay, I'll put up an image so you guys can "discuss" the topic.
Thanks for giving us a benchmark

.
This is an image of the P47D-25 model using 1024 texture size with a screen resolution of 1280x960 and cropped. Using the 1024 texture size, the top of the wing has a pixel density of 2.0355 pixels per square inch. So one pixel is about 1/2 square inch – one mighty big rivet. A seam or panel line 1 pixel wide would represent a gap of half an inch.
That's just the beginning of the scale problem. Your single 1/2" pixel as drawn in the graphics editor gets inflated into multiple pixels as seen in the game. The closer that spot on the skin is to your POV, and the higher your screen resolution, the more in-game pixels per skin pixel you get. The further from your POV, the fewer in-game pixels per skin pixel. That's how the engine makes 1-pixel dots on the wingtip look smaller than 1-pixel dots at the wing root.
The problem is, this doesn't mirror real life. IRL, the closer your POV is to an object, the more small features of that object you can see. For instance, at a distance of a couple feet, a flush rivet on a bare metal skin looks like a dot of a slightly different color (due to being a tiny flat spot on a curved surface, and thus catching the light differently). However, up close, you see it as a tiny, hair-fine black circle surrounding a spot that's essentially the same color as the surrounding skin.
Unfortunately, we can't replicate this effect. The smallest feature we can make on a skin is a 1-pixel dot, which at 1024 is several times too big already for the rivet it represents. And as our in-game POV gets closer to the dot, all we see is a bigger and bigger dot, because that dot is all the engine has to work with.
Furthermore, when looking out over the wing of a real bare metal plane, the rivets at different distances (but all still far enough away to be dots, not circles) are different colors, because each row of them is catching the light at a different angle relative to our POV. Trying to duplicate this to satisfy the plane's pilot only works when the AH sun's angle matches the angle you built into the pixels, and it will always look bad to anybody outside, because the angle will never match for them.
By the time you add some dirt or corrosion around the rivet and panel line, you might be getting close to the 1/2-inch size but that is still pretty big.
Don't you mean several inches in size? Each pixel adds 1/2" to the width of the feature. OK, so you've used a color say 1/2way between the main dot and 255/255/255, so say it only adds 1/4" to the over-all width as perceived through the miracle of anti-aliasing. But putting an extra shading pixel on each side still doubles the effective size of the dot, so now you've got a 1" wide spot, or more if you use more shading pixels. This is how you turn tiny rivets into lug nuts, and subtle skin imperfections into hail damage.
This is all apart from the issue of whether there should be any grime around a flush rivet at all. What's there to collect the grime? Now, around a domehead rivet, or a Dzus fasterner, where there's an edge or a gap for stuff to build up on or in, that's a different story. But on a regular flush skin rivet, it's not likely at all unless it was put in very badly or has worked very loose. You'll sometimes see some of those on hard-worked planes, but only a small percentage of the total, because if the flush rivet is loose enough to collect grime, it's not doing its job of holding parts together. If every rivet looked like that, the plane would fall apart.
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Had to go to a house fire at this point and was gone several hours (yup, quit trucking and went back to fighting fires). So please forgive any lost trains of thought...
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There are only 256 colors to work with.
That's a very good point, and is a contributing factor to the scaling problem. What looks good at 24-bit can become quite ugly at 256.