Aces High Bulletin Board

Help and Support Forums => Help and Training => Topic started by: PopJanko on February 12, 2023, 06:41:59 PM

Title: Designing plane skins.
Post by: PopJanko on February 12, 2023, 06:41:59 PM
Where can I find information on designing plane skins?

Thank you

Pops
Title: Re: Designing plane skins.
Post by: oboe on February 12, 2023, 06:49:21 PM
The Custom Skins forum has skinning guides and tutorials - a good place to start:

https://bbs.hitechcreations.com/smf/index.php/board,71.0.html (https://bbs.hitechcreations.com/smf/index.php/board,71.0.html)
Title: Re: Designing plane skins.
Post by: nopoop on February 21, 2023, 01:03:15 PM
Oboe do the skins now come with rivit line or do you haveto build them as you did in the past. It took weeks...
Title: Re: Designing plane skins.
Post by: oboe on February 21, 2023, 04:14:48 PM
That much hasn't changed, nopoop.   Still doing rivets by hand.   

The skins are more complicated now, with separate Specularity, Power, Environmental, and Normal maps in addition to the default map.  These maps more or less take the place of the old materials.txt file and allow the skinner greater flexibility and control of how the skin looks - we can specifically target shiny and reflective spots whereever we want on the skin, as opposed to setting a single value that was applied to the entire skin.

The bar has been raised, but the results are IMO much better. 
Title: Re: Designing plane skins.
Post by: PopJanko on June 05, 2024, 02:32:15 PM
Many thanks!

The Custom Skins forum has skinning guides and tutorials - a good place to start:

https://bbs.hitechcreations.com/smf/index.php/board,71.0.html (https://bbs.hitechcreations.com/smf/index.php/board,71.0.html)
Title: Re: Designing plane skins.
Post by: Shane on June 05, 2024, 02:39:19 PM
That much hasn't changed, nopoop.   Still doing rivets by hand.   

The skins are more complicated now, with separate Specularity, Power, Environmental, and Normal maps in addition to the default map.  These maps more or less take the place of the old materials.txt file and allow the skinner greater flexibility and control of how the skin looks - we can specifically target shiny and reflective spots whereever we want on the skin, as opposed to setting a single value that was applied to the entire skin.

The bar has been raised, but the results are IMO much better.

Always appreciate the work skinners do.

I found these pix recently, and being an in-game skin, remarking on how challenging it seems to be for bare metal...

(https://i.postimg.cc/SYngndVS/jerseyjerk51.jpg) (https://postimg.cc/SYngndVS)

(https://i.postimg.cc/Wty9BRbh/jerseyjerk51a.jpg) (https://postimg.cc/Wty9BRbh)

(https://i.postimg.cc/ykSfBfkn/jerseyjerk51b.jpg) (https://postimg.cc/ykSfBfkn)

(https://i.postimg.cc/VJqD0d9C/jerseyjerk51c.jpg) (https://postimg.cc/VJqD0d9C)

(https://i.postimg.cc/hPYpPBcG/ah51djj.jpg) (https://postimages.org/)