Author Topic: Designing plane skins.  (Read 1316 times)

Offline PopJanko

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Designing plane skins.
« on: February 12, 2023, 06:41:59 PM »
Where can I find information on designing plane skins?

Thank you

Pops

Offline oboe

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Re: Designing plane skins.
« Reply #1 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

Offline nopoop

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Re: Designing plane skins.
« Reply #2 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...
nopoop

It's ALL about the fight..

Offline oboe

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Re: Designing plane skins.
« Reply #3 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. 

Offline PopJanko

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Re: Designing plane skins.
« Reply #4 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

Offline Shane

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Re: Designing plane skins.
« Reply #5 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...











« Last Edit: June 05, 2024, 02:45:25 PM by Shane »
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