I've seen some rather wrinkly skin on planes but rarely is it really smooth and regular in shape. You may have looked between the jetport and hatch to see the skin of the plane you were getting on but I'm sure everyone here goes to airshows so we've all seen the skin of a plane up close and they are highly variable. Sorry, I'm going to double post but I want to involve people on two threads. Making normalfiles ( or bumpmaps if you prefer ) is nothing special ,we do that for many ,many years.ĭoing it the correct way is something else. I am confident most developers already know ( or at least should know ) The right side of the plane with the rounded skin between the bulkheads looks a bit odd, the undulation of the plates is on all spots exactly the same and a bit to much ,wich makes the plane look like a quilted jacket. (quiet common in payware, having flipped textureparts, too ) Most likely he made ** the most made mistake in making normals. Stays the question: What was Monoblau`s intention.ĭid he want to make the skin rounded or sagged between the bulkheads, or did he want to have two different skins on both sides? Its not possible to make correct normals when parts of the textures are in upside-down or rotated under an angle on the texture. Its vital to make normals for all parts having these parts in the realistic position during the processing of the normal. Its clear the normal-effect will be reversed on that side.** In this case the left side of the plane is in an upside-down position on the texture/normal. When making the normalfiles we must keep in mind the normals are made with imaginary light coming form above. Where does this strange effect come from? Very good visible is this phenomena at the rudder blade. On the left side of the plane the effect is different, there the skin sags between the bulkheads. When you have a closer look at the airplane you`ll see that on one side ( I think its the right side) there is no sag, on the right side the skin between the bulkheads is rounding (out) Its caused by the use of gradients of blue or green ( as discribed in the FAQ under undulation ) The "sag between bulkeads" you see on the plane is made by the normalfile (colored top-layer) To give you a more precise answer to your question, I studied an aircraft -paint Monoblau made. Hi Gary, ( you wrote " I think it would benefit a lot of developers to figure out how to do that in general".
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