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The EAGLE is out ........

Now how do the bumps progress?



First of all, I have deliberately left the alpha excessive - a high shine is unforgiving of mistakes. I can see that shading in the bumpmaps does not work too well here - I will have to downtone it. From the next two, you can compare old and new bumpmaps. They aren so prominent now and the rib count is correct and matching (as close as the mdl polys allow)



New on the left. I have done only the wings and I need to raise the thickness of the bumps a teensy bit. Before I release I will noisify the normal surface of the fabric ever so slightly and I will do the fuselage too.

As you can see - I have left the "threehundred" speculars as is, but removed the paint bits. Interesting...
 
Hey Chris - given how little we can see from that pic you found - do you think this works?

under.jpg
 
Good stuff there Gajit - looks real good. Perhaps the "shading" layer could co from "normal" merge to an "overlay" or "division" merge, but that is mere taste.

Just by way of fun, try creating an orange specular map (instead of the yellow) and make the black stripes royal blue ish. This is no critique, just a pointer for you to have some fun with - if you are up for surprises... The alpha for the spec should do if you make a low contrast grey scale that is almost white - just light enough to see the black bits as about a 5% grey tone...

No - it won't be more real - your paint as such is very close. I am just suggesting a spot of fun for you - you may be surprised ;) shan't say more, but I have a fun feeling about that. Maybe if you make the 'normal' alpha a tad darker too. ;)
 
Hi Chris

Please dont hold back - i welcome your input. My only problem is that I have such a limited understanding of alphas and specs - and dont even know what you mean by "diversion merge" LOL- I have experimented in the past but just dont get it! - does that make sense. I have to keep it simple. I think i need to find a really good tutorial and Im not sure that Photoshop elements can cope with alphas - can find any reference in the help.

Meanwhile here is another simple one im in the middle of...

wip-47.jpg
 
Hi Chris

Please dont hold back - i welcome your input. My only problem is that I have such a limited understanding of alphas and specs - and dont even know what you mean by "diversion merge" LOL- I have experimented in the past but just dont get it! - does that make sense. I have to keep it simple. I think i need to find a really good tutorial and Im not sure that Photoshop elements can cope with alphas - can find any reference in the help.
PhotoShop is 'Very Capable' of handling 'Alphas'....

http://www.simmerspaintshop.com/forums/forum37-photoshop/

You will get lost there for sure...Alphas have no magical mystery to them.
When you add the 'Spec maps' and their alphas into the mix now it becomes fun!
If you want a lesson in alphas'...go mess around with Carenados Cessna 206 and 182 RG prop texture....there is a hidden lesson in making the "Cessna" logo go away....:icon_lol:
Do not ever let your self get stuck in rut...there are a few good painters that help you get your problems figured out.
All you have to do is ask.


Jeff
 
Photoshop Elements, not Photoshop.

Now, if Photoshop Elements doesn't do alphas, then just create them as a separate image and merge them with DXTbmp.

Brian
 
Photoshop Elements, not Photoshop.

Now, if Photoshop Elements doesn't do alphas, then just create them as a separate image and merge them with DXTbmp.

Brian
See....I learned sumthin' new...I thought he used 'Element' as a synonym.
I never knew they had a program named that...Heck I still flip/flop between PhotoShop 5.5 and CS...
But making an 'Alpha' is basically removing the color (read:GRAYSCALE) from the template. Does 'Elements' not have that ability?

Jeff
 
Love the "IRON EAGLE" there Gajit!

"Merge"? Oh you are in for some fun then... I am afraid I know nothing about Photoshop Elements, so I can't tell you where to look. However, if you go to the help files (normally you press F1) and do a search on the word "Merge", then you will get some basic info. That's if PE allows merge.

What the term means is that when you set a merge value, that defines how the current layer allows the one below it to show through. There are several different kinds of merge and they can all be set from 0 to 100%. The "Normal" merge is simply a transparency, so a white top layer remains white, but is see throught. A Multiply merge would mean that pure white disappears (great for removing white) but it then makes colours blend together by multiplying the two overlaying colour values.

Oh... simple excercise:



Perhaps this post should go into the paintshop?
 
If you put more weight on her you get a fat bird in the front :ernae:
 
I just read about aerobatic maneuver entry speeds... what is the difference with loop up and loop down? I tried also find good videos about chandelle but I didn't find any...
 
On a loop down, you get acceleration due to gravity, so you can start slower, gain energy in the dive and pull out well. In a loop up, you need to overcome gravity as well as get round the circle, so you need more initial energy.

In both you need to manage your energy so that you can steer a perfect circle.

Chandelle is simply a climing turnwhere you pull up into a gentle climb and perform a normal banked 180° turn, except that the plane of the turn is at an angle instead of horizontal.

It is relatively easy and even old and/or non aerbatic planes can do chandelles elegantly. Just remember that after the 180° turn you should be on the same plane as you were flying into the manouever.

Oh... loops down can be messy in the cockpit, because if you start inverted you will see all the stuff you lost under the cabin floor falling back out...


 
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