I’ll break this out the best I can.
The best way to analyze the model would be to use any of my original skins, not pick apart Jan Kees work. The anomaly in the Bad Kitty fuselage color is due to the fact that the rear half bump map is not included in the skin package. Jan Kees had no way of knowing that the bump/alpha was essential to render the skin. Trying to fix what is not broken is a bit of a waste of time. I provided a remedy above.
Mr. Shupe and I have looked over my files. The only thing I see is a very slight, and I mean very slight color variation in the specular maps at the break point of the front and rear fuse sections. This was intentional to reproduce the variations in metal panel color often seen in real world, working aircraft in natural skin. The specular file is intended to throw light at varying intensities across the entire airplane. This is intended to represent a less monotone skin tone, especially in Prepar3D with its superior light rendering capabilities.
For the blue airplane the variation should be negligible if any.
The cube map, as provided for this airplane, along with the Fresnel ramp are extremely aggressive. Therefore, the rendering of the reflection at the break in the front and rear fuselage are not seamless, even with the model parts welded and smoothed. When light hits this area at just the right angle the complex light rendering may produce a very slight color depth anomaly.
If requested I can provide a more homogenous specular file for the blue airplane. Personally I think it would be detrimental to the liveliness of a paint that is properly integrated with all of the elements intended for each airplane.
Switching files for the skins as I have provided is not recommended. Each metal skin is an individual work of art that is intended to render light, wear and service use in its own unique way. This airplane is an experiment in modeling, paint, light rendering and simulator technology as we experience it currently. The alpha channels are intentionally designed to interact with the specular files to show nuance of metal texture. Bump maps are adjusted to individual airplanes as well to throw light consistent with the level of finish.
I worked with a respected naval aviation expert and veteran to render the blue skins as accurately as possible. The antiglare panel, for instance, was not black on the Tigercat. A non-specular coating was sprayed onto the blue to cut glare. I tried to reproduce this to the best capability of simulation technology. The level of gloss on landing gear parts was looked at and received many hours of attention. Maintenance stencils were applied as per a period manual, specifically for this airplane. The details went on and on.
Overall, the team that worked for hundreds of hours behind the scenes concentrated on details from cockpit interior colors to the wear and tear on a night fighter wheel.
With the hundreds of intricate details that went into the reproduction of a truly exquisite example big radial firepower, it is possible and probable that I may have not covered everything. I am not an experienced airplane builder, this is my first effort that received my full time attention for over six months.
Regarding Jan Kees' "Bad Kitty":
I consider Jan Kees to be a consummate artist and well capable of providing magnificent renderings of my and Mr. Shupe’s model, once he has the tools to do so. I still consider his Milviz P38 collaborations to be the finest airplane/skins available anywhere. I’m quite confident that he will take the basic airplane I have delivered and make it a work of art.
Thank all of you for your compliments, constructive criticism and suggestions.
It’s all part of a process…..