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Author
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Topic: Another Wildcat scheme
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casualty26ac Pilot
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posted 01-04- 11:28 PM
Sorry I don't know which, but this must be from an actual squadron; I based it on a pic of a model, but I don't know which group it belonged to. For anyone with CFS2 I took the F4f4 landing gear sounds from CFS2 and made them twice as long and loud and it gives the wildcat a nice touch for the chain winding gears. http://26th-aircorps.org/ [This message has been edited by casualty26ac (edited 01-04-2001).] IP: Logged |
Da Jug head Pilot
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posted 01-05- 01:13 AM
Ok- I have CFS2- someone explain to me how they think the CFS2 Wildcat looks better than this baby.I know a good eye doctor if you do.  ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question IP: Logged |
ArgonV Pilot
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posted 01-05- 07:46 AM
Wow! Beautifull!  Da Jug head, to answer your post above:  [This message has been edited by ArgonV (edited 01-05-2001).] IP: Logged |
casualty26ac Pilot
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posted 01-05- 09:15 AM
Thanks Da Jug head. LMAO Argon. However, if I had the best paint proggy in the world to work with....I still couldn't come close to that hehehe. Those CFS2 skins are incredible. [This message has been edited by casualty26ac (edited 01-05-2001).] IP: Logged |
Hawk General
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posted 01-05- 09:37 AM
It is cool to see both those pictures together like this. You have come very close the the CFSII cat and in some ways I prefer your paint. I think the CFSII graphics engine supports finer detail. Have you thought about doing the B-17?------------------ Hawk Forum manager and bar keep http://rcwarbirds.com/ IP: Logged |
Da Jug head Pilot
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posted 01-05- 09:34 PM
Actually,The CFS2 engine allows larger textures- which is why there's greater detail. Also for casualty- the paints used by the military are flat paints. Because you add a great deal of highlighting to the textures, it gives them the semi-glossy appearance of metal. This si great for metal textures but may be a bit too much for paint. This appearance has to do with what's called the "specularity" of a object in 3D. This is the ability to produce highlights whenlight hits an object. The higher the specularity, the smaller and more intense the highlight is. Chrome has a very high specularity value while concretes is extremely low. This P-47 texture illustrates this For giggles could you produce a texture with little or no highlighting and see how it looks? ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question [This message has been edited by Da Jug head (edited 01-05-2001).] [This message has been edited by Da Jug head (edited 01-05-2001).] IP: Logged |
casualty26ac Pilot
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posted 01-05- 10:38 PM
Hi Da Jug head. For some reason the Foss Wildcat and this one appear glossy in the screen shots but not so much so in the game. I was trying to accentuate the 3-d model by making areas that are higher a bit lighter, as in nature, they would catch more light. Even though the military paints are matte, they do catch light as would the concrete in your example if it's more elevated in one particular spot. I realize this is trickery, however, if you took a real F4f4 and flew it upside down, the reflected light would still give the higher part of the wing a lighter appearance. But even modelers paint the panel lines dark first to give the illusion of depth. And notice the highlights on the nose that are far brighter than mine. [This message has been edited by casualty26ac (edited 01-05-2001).] IP: Logged |
Da Jug head Pilot
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posted 01-06- 08:04 AM
Hi Casualty,Take a look at the top picture you sent. The highlights are small and not very intense. The p-47 picture I posted goes too far in the wrong direction (no highlights), but it looks like matte paint. That's why I asked if you could tone them down or remove them- the idea was for you to try whichever you though was best. I'd help you play with this but I'm trying to wade my way through a book on Perl CGI scripts (something totally new for me), to do some important changes for a non-profit org's website. Eventually, I'd like to work up a color chart for the PC based on the standard colors used and making allowances for the color shift created by going from a reflected color (paint) to a projected color (monitor). ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question IP: Logged |
Diego Lozano Pilot
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posted 01-06- 01:00 PM
Casualty, I put your work right up there with Yardsticks. The colors and the wear of color are wonderful.Da Jug head, I follow your example but, what happens to flat paint after it has been washed, rubbed on by mechanics coveralls and air friction? You get paint that is no longer flat. When I was in the military working on helicopters, I worked on a bird that had the paint worn down to the rivet heads and polished by constantly working in a certain area. Casualty's shemes show this as do the pictures he posted. IP: Logged |
Da Jug head Pilot
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posted 01-09- 08:23 AM
One more note for casualty- please don't think I don't like your work. Lessee- I'm running and switch between, Ridgerunner & Lil Mil, Pappy's & Laney corsair, Foss F4F.Hmmm- seems I've got every type of plane you've done a skin for running with one of your skins  ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question [This message has been edited by Da Jug head (edited 01-09-2001).] IP: Logged |