Square Textures
The original idea was to use this Tutorial thread to show the process of mapping texture files over an unpainted aircraft project. I have several projects that have been stuck for yeas in my paint shop waiting for this process to be completed.
After thinking about it a bit, I figured that using multiple projects to illustrate various points would make for a better tutorial because very seldom do we run into all of the essential issues in a single project.
I also try to avoid the "errors" that I know about but find them fairly often in existing AFX files that I have downloaded.
In order to even consider mapping textures, we need to have the Aircraft Factory Project source code: either the AFX or .afa file and rest of the source. This is also necessary because very often pieces of the aircraft may need to be re-shaped in order to properly map a texture.
Square Textures:
When mapping the texture files over the aeroplane's pieces, try to make the images square whenever possible...
....Unless you have a VERY good reason not to.
This will make it much easier for the painter to draw patterns, insignia, overlay drawings / profiles on the aeroplane when the initial colours (I use a lot of gray primer) have been applied.
The two images attached here show the consequences of non-square versus square texture mapping on the Fin and Rudder of a Messerschmitt 109E. (Both have been rotated to be horizontal and to be understood more easily.)
Note that in the first texture file, trying to draw a perfect circle as one might need for an early German insignia or for an access opening would not be easy. It is not obvious how a circle would need to be stretched in order to appear as a circle on the aeroplane itself.
In the second texture, what looks like a circle in on the texture file will look like a circle on the aeroplane. There is no aspect ratio or stretching to worry about.
Another useful technique is to colour just the part of the texture file that you will be using for your pieces as you do them. That way, you can tell what parts of the texture file remain to be used for other pieces and avoid using the same parts of the texture file for multiple pieces. If you make that a habit, it will also make it less likely to have a piece extend past the edge of the texture file.
In making this texture file square with the same vertical and horizontal ratios, there was enough room left over to texture the Propeller Spinner.
The Propeller Spinner is one of the few cases in which it makes sense NOT to have the same scale horizontally as vertically. This particular Spinner was not animated, but if it were, the top and bottom edges of the Spinner would need to be colour matched between the left and right sides. Because the top and bottom have polygons that are close to horizontal the scale should be expanded to allow for more precise control.
This was not done here because I was satisfield just to have the piece textured so the colour could be changed.
- Ivan.