Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Just when you think you have everything running some what better...
You get a message from the Hosting company. Short story they need to move us to a new server. I have been working with them to plan a good date for all concerned. Here is what we have come up with as a schedule.
If all goes well we should be back online on November 8th.
To keep you updated we will post updates on AVSIM forums.
Thank you for your support.
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.
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 bumpAfter 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:
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