lagaffe
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The work on textures is not easy at all, I much prefer modeling
Under the latest advances:
- the inside of the parts receiving the rear wheels has been detailed by adding all the reinforcement ribs for these parts (for now, there is only an Ambient Occlusion to texture these places, no color base nor normal map)
- the material for the windows has been reviewed to reduce the size of scratches and fingerprints (UVScale = 30), in doing so the frost is more finely represented and if the operator does not activate the two defrost switches (prop and windshield), we will end up in an "igloo" quite quickly
- the comp textures were worked for two days but the result is there on the Water Bomber model, the paint is aged and the sheet metal fittings have been highlighted by playing with the different teins of the comp to make certain parts more reflective
This view (exterior part only) is taken under Blender software:

Many thanks to the paintkit of Ferondoe, which help me a lot in theses tasks.
Under the latest advances:
- the inside of the parts receiving the rear wheels has been detailed by adding all the reinforcement ribs for these parts (for now, there is only an Ambient Occlusion to texture these places, no color base nor normal map)
- the material for the windows has been reviewed to reduce the size of scratches and fingerprints (UVScale = 30), in doing so the frost is more finely represented and if the operator does not activate the two defrost switches (prop and windshield), we will end up in an "igloo" quite quickly
- the comp textures were worked for two days but the result is there on the Water Bomber model, the paint is aged and the sheet metal fittings have been highlighted by playing with the different teins of the comp to make certain parts more reflective
This view (exterior part only) is taken under Blender software:

Many thanks to the paintkit of Ferondoe, which help me a lot in theses tasks.