AH III replaces the AH II's bump mapping with normal mapping, which does a much better job of simulating bumps and dips on the surface of the skin. There is an issue with it on some skins though which skinners should be aware of. Items on the bmp which are reversed, (i.e. where text has to be mirror imaged to appear correctly on the skin) will also have reversed normal mapping on the skin. So in these areas panel lines will appear to be raised rather than sunken and so on. I have run across this issue before on the LH side of the B-29's vertical stab, and recently on many of the Mosquito's parts.
It would be a load of work for HTC to fix the bump mapping for all those shapes in the game with reversed components so it will be down to skinners to correct this issue if they want to. The way round this is to mirror image the bump map used to create the normal map, but just in the affected areas of the bmp. This means panel lines in these specific areas would be made white instead of black and so on.
In Paint Shop Pro the easiest way of doing this is to create an "Invert" adjustment layer in the bump map file and place it at the top of the layer list. All the areas painted white on this layer get inverted and all the black areas don't. The bump map's base grey layer needs to be set at 128 RGB for this method to work.
The deliberately exaggerated normal-mapped raised stitching effect on these screenshots shows the issue. The light is coming from above but on the LH side it appears to be coming from below.
