Author Topic: Basic skinning info  (Read 1458 times)

Offline ML52

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Basic skinning info
« on: January 25, 2018, 04:34:00 PM »
Where can I find the basic information on how to skin?

Offline Devil 505

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Re: Basic skinning info
« Reply #1 on: January 25, 2018, 05:10:23 PM »
Hi ML52,

Welcome to the world of skinning. There are various tutorials in forums and on youtube pertaining to other games. Unfortunately the best source for general skinning was on a site that closed about 2 years ago - Skinners Paintshop. It is still possible to find portions of that site's resources scattered over the web, but a vast majority of what google will turn up will be dead links.

Skinning is process that takes many, many hours to complete a skin. Expect to dedicate well over 100 hours to your first skin. Learning is done through trial and error, as well as periodic critiques by posting your work here. I will do my best today to get you to a point of posting your first pics of a work in progress.

The first step is to get the default skin folder of the plane you want to skin from the AHIII game (DX 9 only). Right click on the plane you want in the hangar and click "Save Default Skin". Once downloaded, you will find a folder for the default skin inside the "Skins" folder in the AHIII directory on your hard drive. In that folder you will find all the different files for that skin. Also now is the time to make the folder to put your edited files into so that they appear in the offline game and skin viewer. Name your folder the same as the one you downloaded and add "_1" at the end. Inside this folder create a text document that has basic skin name, for example, "P51D" and in that document give your skin it's title so that you can find it in game easily. For example: "My Skin". Don't forget to save.

Find the diffuse map (base skin file) in the downloaded file. In the case of the P-51D, the diffuse map is "P51D.bmp" The other planes follow a similar naming scheme. Open this file in your editing software of choice - Adobe Photoshop, Paint Shop Pro, or GIMP. All of these programs use "layers" that allow you to work above the base image. A finished skin will have over 50 layers to handle all the paint, markings, weathering, and plane structures.

The first thing you want to do in the editor is to create the file for your work so that is saves all the layers correctly. Open the diffuse map file .BMP and save as a .PSD Photoshop file. All AHIII skin diffuse maps are 32 bit RGB mode. I also like to create a file on my desktop for all my PSD files.

Now you can begin making your new skin.

Where you want to start is by creating a layer above the default image(which you should never edit directly - and it should always be the bottom layer). On this new layer you want to trace all the panel lines seen on the default skin. I usually use a color that will not blend in with the default skin so I can keep track of what I've done. Once finished will all the lines you will change the color to black. Title this layer "Panel Lines" or something similar.

Repeat this same process for the rivet detail on a new layer.

Use these layers to experiment with the tools for drawing solid and dotted lines and when to use or not use anti-aliasing for your panel lines and rivets.

Also pay attention to where you may be able to copy a section of completed work and paste it elsewhere on the skin to save time.

It is also a good idea to gather reference photos and line drawings of the plane type you are making. Use these to check the accuracy of the lines you created and make any necessary adjustments. Many default skins have flaw in the placement or sizes of panels. It is easier to correct these now if you choose to, than later.

Once you are happy with the panel line and rivet layouts you can begin to lay down your basic paint scheme. You just need a good neutral color as a base for the other effects to come.

Do not hesitate to ask questions here, as no tutorial will cover all the minutia of making a good skin and making it work in the game properly.

:cheers:
Kommando Nowotny

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Offline Devil 505

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Re: Basic skinning info
« Reply #2 on: January 25, 2018, 05:11:45 PM »
It is also useful to get familiar with the layout of the skin file. A panel finder tool can be placed into your skin to show where all the elements on the diffuse map will be placed on the skin in game.

Here is the panel finder I use: http://virtualracingsports.proboards.com/thread/17/template-downloads-panel-finder

How to use a panel finder: https://forum.warthunder.com/index.php?/topic/312396-where-is-what-help-to-find-parts-in-a-skin/

I like to place the panel finder in a layer beneath the panel lines and rivets so I have a reference as to where the seams of the pieces can be found on the diffuse map.
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Offline Devil 505

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Re: Basic skinning info
« Reply #3 on: January 25, 2018, 05:12:19 PM »
To make files that display in game, save a copy of your .PSD as a .BMP(bitmap). Converting a copy to bitmap will compress all the layers down to a single layer image and exports the image in the new file type.

If you use GIMP, be sure to select the option to "Merge Visible Layers" and not "Flatten Image". This ensures the correct encoding of the color information. If your skin color look way off in game, you selected the wrong option. Also check that the bitmap is also saved as 32 bit by clicking the "advanced options" when the pop-up window after clicking "Export" on the save window.

Once you have a new diffuse .bmp, simply drop it into the skin folder you made earlier in the skins directory. Now you should be able to view your work in the game and skin viewer.
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Offline ML52

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Re: Basic skinning info
« Reply #4 on: January 25, 2018, 05:37:49 PM »
Thank you Devil 505 now I have a starting point!


Offline Vraciu

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Re: Basic skinning info
« Reply #6 on: January 26, 2018, 09:53:58 AM »
FWIW, this can be overwhelming.  The main thing is to learn how to use layers.  The techniques to make items look realistic are hard to master.  I’ve learned in baby steps and a lot of it I still can’t do.  The most important thing is layering.  Once you figure that out your life gets much easier. 

My first skin was a single layer throughout.  My latest has over 50.  It saves a TON of time having layers. 

Also, I use an alignment marking on each layer.  Mine is R+ next to the right horizontal stab over the black background.   This comes in handy if you make a single-layer change and need to fix your other maps without wanting to redo every layer’s brightness on a spec map...or moving things between skins of the same type.



”KILLER V”
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Offline ML52

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Re: Basic skinning info
« Reply #7 on: January 26, 2018, 04:02:13 PM »
Thank you gentlemen for your help. I downloaded GIMP 2.8.22 last night and have been watching the Youtube tutorials. I am trying to read all that you've given me. I did try a little to learn GIMP, used it to try layering and adding some color.

There is another question. Do I really need to make layers for panels and rivets or can I use the diffuse maps?

Offline Devil 505

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Re: Basic skinning info
« Reply #8 on: January 26, 2018, 04:09:18 PM »
What aircraft or vehicle do you plan on skinning?

In case you did not know, both P-51's and the P-47D-11 skin slots are full.
Kommando Nowotny

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Offline Vraciu

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Re: Basic skinning info
« Reply #9 on: January 26, 2018, 06:48:36 PM »
Thank you gentlemen for your help. I downloaded GIMP 2.8.22 last night and have been watching the Youtube tutorials. I am trying to read all that you've given me. I did try a little to learn GIMP, used it to try layering and adding some color.

There is another question. Do I really need to make layers for panels and rivets or can I use the diffuse maps?

I would use one layer for rivets and one layer for panel lines (at a minimum).   

Your spec maps are derived form the main (diffuse) file.

Others may have their methods.  Here is how I do it...

1) Create a directory for each plane.  ("AH3 P-51D Jo-Baby" for example.)

2) My main COLOR file (called the DIFFUSE) is titled something like "AH3 P-51D Jo-Baby Template 00.psp" or "AH3 P-51B VF-P Template 00.psp" and I save multiple backups as 01, 02, 03, and 04.   It is quite easy to accidentally save something the wrong way and wind up with a single layer file.   You don't want to have to do everything over again.

3) Once I am happy with the way things are I save my main (diffuse) file as something like "p51d_s Jo-Baby Spec 00.psp" with all my layers intact then convert this copy to gray scale.  I also make backups as above.  This is what you use for all the files that control reflection--Specular, Environment, and Power.

4) You individually adjust each layer for the proper specularity then save it as a single layer file bmp and copy it into the appropriate directory.

5) I use the multi-layer Spec file for the Environment ("p51d_s Jo-Baby Env 00.psp" and "p51d_p Jo-Baby Power 00.psp") and save them in the same way once I have them adjusted.

6) Finally I do the same with a multi-layer Normal map ("p51d_n Jo-Baby Normal 00.psp").  This is what gives the airplane bumps and depressions (depth) depending on what you are trying to do.

This way you can keep everything organized and still easily found.   Once I submit a file I create a folder with the date "2017-12 AH3 Jo-Baby Submit" or "2018-01 AH3 Jo-Baby Update" and copy all my files into that.   It creates an archive you can use if you lose stuff.

Organization is key.  If you don't keep things straight you'll wind up doing things over and over again for no reason.
« Last Edit: January 26, 2018, 06:54:49 PM by Vraciu »
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Offline Devil 505

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Re: Basic skinning info
« Reply #10 on: January 26, 2018, 07:00:40 PM »
4) You individually adjust each layer for the proper specularity then save it as a single layer file bmp and copy it into the appropriate directory.

I believe the word you're looking for is "opacity"
Kommando Nowotny

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Offline Devil 505

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Re: Basic skinning info
« Reply #11 on: January 26, 2018, 07:11:21 PM »
ML,

You want to use the layers to draw and paint over the default diffuse map - do not draw, paint, or otherwise alter the default.

The individual layers for panel lines and rivets is needed because panel lines will always appear more defined than a rivet. 

Also, I have separate layers for the panel lines for hatches and access panels. These lines are also on the base panel line layer, but having both gives a more defined look to those specific lines. Similarly, I make a layer just for screws and other fasteners that are more visible than regular rivets.

You will find a need to adjust the opacity of these layers separately to achieve a realistic appearance.
Kommando Nowotny

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Offline Vraciu

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Re: Basic skinning info
« Reply #12 on: January 26, 2018, 07:37:34 PM »
I believe the word you're looking for is "opacity"

I was speaking of the end result effect of the Spec/Env/Power maps.   I darken and lighten certain layers, adjust opacity for some, and do both for others.  It depends. 

So the original word I used (specularity) was intended. 
« Last Edit: January 26, 2018, 10:30:28 PM by Vraciu »
”KILLER V”
Charter Member of the P-51 Mustang Skin Mafia
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King of the Hill Champ Tour 219 - Win Percentage 100
"1v1 Skyyr might be the best pilot ever to play the game." - Via PM, Name Redacted

Offline ML52

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Re: Basic skinning info
« Reply #13 on: January 27, 2018, 12:02:09 AM »
Once again thanks Devil505 and you gentlemen. I was going to try to make a skin for a P-51b that a friend's father flew, well he actually flew a C. The other was going to be a P-47D-11 in 332nd FG colors in honor of a high school classmate's father. Both seem to be out the window now.

Offline Vraciu

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Re: Basic skinning info
« Reply #14 on: January 27, 2018, 12:09:23 AM »
Once again thanks Devil505 and you gentlemen. I was going to try to make a skin for a P-51b that a friend's father flew, well he actually flew a C. The other was going to be a P-47D-11 in 332nd FG colors in honor of a high school classmate's father. Both seem to be out the window now.

What B is it?  Just curious. 
”KILLER V”
Charter Member of the P-51 Mustang Skin Mafia
- THE DAMNED -
King of the Hill Champ Tour 219 - Win Percentage 100
"1v1 Skyyr might be the best pilot ever to play the game." - Via PM, Name Redacted