FSX: The 1940 Fokker T.5 bomber released

oh what a beautiful morning ......

:applause:
Days getting better, now this baby is coming to a real life. Can't waite to have here. Beautiful work Daan en Huub!!!!

By the way, Cees his airports 1940, are a must to have too. Thanks Cees.
 
But does the T.5 be a sort of copy of the B-25 Mitchell? Some thing look very similar... :D even if it has a bicycle gear (and the Mitchell a tricycle...) ;)
 
The T.V and B-25 have in common that they both have two engines and a twin tail, but that is about it. The T.V has a mixed structure, partly metal.wooden wings and the rear part is a fabric covered steel structure, while the B-25 is an all metal aircraft. The T.V has actually more in common with the British medium bombers like the Blenheim, Wellington and Hampden.

Cheers,
Huub
 
Working on spec maps and bump maps, and I'm happy to conclude that I didn't unlearn bumping. First one looks fine immediately! The fuselage of the T.5 is different from that of the D.21, so light will be distributed on a different way. That's one of the reasons of my 'peculiar' flight attitude in this shot. Oh, and the tailwheel has a little technical malfunction.

bumpst5.png
 
Ah yes, the good, old keyframe f-up. "What way is this supposed to turn...?"

I wish I could do my bump maps as nicely as you.
 
Thanks Bjoern! It isn't that difficult though. In fact I just start with a 128,128,128 layer, putting a layer of darker panellines above that layer (so they appear deeper) and lighter rivets. Then, I add a metal effect: take a regular water texture, desaturate it and adjust the contrast+brightness so that it's around 128,128,128. Using a layer mask, I mask the panellines and the rivets from this 'water' Next on a very slight noise overlay and that's it (for metal, fabric is another thing). Oh, and convert it using Arno's MCX Texture Converter.

Edit:
Fabric: I have normally for these textures already a black-to-alpha blend, which I take along to the normal map. The mid of the fabric is being darkened using a black airbrush and regulating the opacity. A white stripe is placed over the stringers, that's it. It's already very satisfying after a few trials.
 
Thanks Bjoern! It isn't that difficult though. In fact I just start with a 128,128,128 layer, putting a layer of darker panellines above that layer (so they appear deeper) and lighter rivets. Then, I add a metal effect: take a regular water texture, desaturate it and adjust the contrast+brightness so that it's around 128,128,128. Using a layer mask, I mask the panellines and the rivets from this 'water' Next on a very slight noise overlay and that's it (for metal, fabric is another thing). Oh, and convert it using Arno's MCX Texture Converter.

Edit:
Fabric: I have normally for these textures already a black-to-alpha blend, which I take along to the normal map. The mid of the fabric is being darkened using a black airbrush and regulating the opacity. A white stripe is placed over the stringers, that's it. It's already very satisfying after a few trials.

Thanks!

I used to simply take my detail layers and adjust them for brightness (sunk or raised) over the plain diffuse texture (or so...it's been a while) and then do GIMP's "normal map" magic. Starting off with a "neutral" medium gray background and the mild water/plasma clouds and noise for the areas in between is new to me.

As for bump map conversion, I generally run them through ImageTool with .psd as the input format as other methods did produce unusable garbage in FSX.
(See the bottom of my post here: http://www.fsdeveloper.com/forum/threads/beware-the-bump-maps.56595/)
 
I think the majority of my complete workflow is different, but, never mind...

The idea behind the clouds/plasma/water is in fact: adding a bit of texture to your bump :D After I created the basic bump map, for my first D.21 textures, I really wanted a bit extra. Photographs of the D.21 show an irregular surface, especially since the metal skins on the D.21 weren't structural members, and that's what I wanted to implement. Here you can see it on the prototype:

fokker-d-xxi-fighter-04-1.png


What I want to achieve on my T.5 nose section (which was the now-common stressed skin structure), is the following (albeit a bit exaggerated, but nice in sim):

199884d1335646467t-reggiane-re-2005-a-ala-dx.jpg


Messing around with the pattern and neutralising the rivet- and panellines, will give this in fact:

aircraft-rivets-15770326.jpg


I've been searching the web for a nice method to achieve this and I found someone who used water, and I started experimenting with it.
 
I think the majority of my complete workflow is different, but, never mind...

It was more of a H/U regarding the perils of improper conversion.
I might just adopt your bump map creation workflow the next time that I have to deal with them.

The idea behind the clouds/plasma/water is in fact: adding a bit of texture to your bump :D After I created the basic bump map, for my first D.21 textures, I really wanted a bit extra. Photographs of the D.21 show an irregular surface, especially since the metal skins on the D.21 weren't structural members, and that's what I wanted to implement. Here you can see it on the prototype:
...

That actually makes sense. As I've said: Noted for later use.
 
Tried out both Flight Environment X and FSRecorder today: satisfactory!


A few pics:


sky_01.png


sky_02.png


sky_03.png


sky_04.png



I rendered a vid too, but that will follow later on...
 
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