Hello Folks,
I wanted to illustrate the next step, but I could not get a screenshot from AF5Paint. The solution was a little goofy, but here goes:
This is a view from AF5Paint with the ZPWingL.afp part overlayed on the texture with the same dimensions as the A6M5. Note that wing tip extends past the side of the texture. The scale is 17 feet to 256 pixels with the texture covering -1.9 feet to -18.9 feet. (The real numbers are -1.94 feet to -18.94 feet but we will get into that later.) The short dimension can also be seen from the screenshot (8.5 feet to 128 pixels).
This screenshot shows what currently exists and why the textured wing looks so funny in the screenshot from CFS. Because the part extends past the texture, we essentially have to start over in texturing the wing which was the point of this exercise. Note that the outlines for the flaps, ailerons, gear doors, etc exist in the overlay so that creating these panel lines on the texture will be relatively easy. Note that the with the original texture locations, the pieces line up pretty well with the panel lines. We are about to throw all that away with the new wing texture.
Philosophy Discussion: Generally there are a minimum of 3 scales for the textures of an aircraft: Fuselage / Fin / Rudder; Wings / Flaps / Gear Doors; and Horizontal Stabilizer. The X and Y scales should be identical so that any images and markings used for texturing do not need to be stretched or compressed.
At this point, it is obvious that we will need to redo the scale for the wing texture for this aircraft in order to put the entire wing component onto a single texture which will be covered in the next installment.
- Ivan.
I wanted to illustrate the next step, but I could not get a screenshot from AF5Paint. The solution was a little goofy, but here goes:
This is a view from AF5Paint with the ZPWingL.afp part overlayed on the texture with the same dimensions as the A6M5. Note that wing tip extends past the side of the texture. The scale is 17 feet to 256 pixels with the texture covering -1.9 feet to -18.9 feet. (The real numbers are -1.94 feet to -18.94 feet but we will get into that later.) The short dimension can also be seen from the screenshot (8.5 feet to 128 pixels).
This screenshot shows what currently exists and why the textured wing looks so funny in the screenshot from CFS. Because the part extends past the texture, we essentially have to start over in texturing the wing which was the point of this exercise. Note that the outlines for the flaps, ailerons, gear doors, etc exist in the overlay so that creating these panel lines on the texture will be relatively easy. Note that the with the original texture locations, the pieces line up pretty well with the panel lines. We are about to throw all that away with the new wing texture.
Philosophy Discussion: Generally there are a minimum of 3 scales for the textures of an aircraft: Fuselage / Fin / Rudder; Wings / Flaps / Gear Doors; and Horizontal Stabilizer. The X and Y scales should be identical so that any images and markings used for texturing do not need to be stretched or compressed.
At this point, it is obvious that we will need to redo the scale for the wing texture for this aircraft in order to put the entire wing component onto a single texture which will be covered in the next installment.
- Ivan.