Thanks gman. I appreciate the instruction as I'm still very new at this repaint thing. I'm also much slower at production and release of skins than some of you master repainters.
Can this same reduction of bump resolution be used in fsx with similar behavior results? Although I will be switching to P3D exclusively, I started this skin in fsx and want to finish it up for everyone here.
The technique will work for your FSX and P3D skins. The only difference is the DX11 light rendering.
A couple of tricks that work well for me:
Don't use an embedded alpha channel in your original Photoshop bump map . Create your bump alpha separately and combine the two in DXTBmp.
When I create a bump map for rivets and panel lines, I build the grayscale map at half resolution of the color texture art. Then I double the image size i.e. from 1024 to 2048...only for the bump map. This will soften your panel lines and rivets grayscale and blend the high/low contrasts, eliminating the square pixel look.
I hand paint exaggerated highlight and shadows onto each panel for the bump map. Reference the Red Bull P-38 skins I posted here to see the result. You will get really nice stressed panels using that technique. You will have to experiment with each aircraft to see how the model reacts to the intensity of these height maps.
I'm working on a revised HD skin for MJ's DAK using this technique.
I save a master grayscale, then run the Nvidia normal map filter and save the working bump map separately.
Save the final bump.dds file as DXT3. I tried 32 bit, but things got too grainy.
You can save your color texture files at 32 bit for good rendering in P3D. Of course it doubles the file size, but higher end systems will handle it nicely.
I keep a collection of Fresnel ramps and cube maps handy. I run parallel texture files in the working aircraft folder with the different cube/Fresnel combinations. I open each aircraft I the sim and compare them where I can see them in motion. I tend to run cube maps consistent with the environment i.e. mountainous as in the case of where I live.
I also replace the GlobalEnv_AC_Chrome in the sim texture folder with something more to my liking...usually a more aggressive and detailed cube map. If I want something unique to a single aircraft, I write it to the individual file.
G