Difference between revisions of "S-64/Painting Resources"
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* [https://shergoodaviation.com/aircraft/s64/s64-uvmap-full.png s64-uvmap-full.png] - Full UV map. | * [https://shergoodaviation.com/aircraft/s64/s64-uvmap-full.png s64-uvmap-full.png] - Full UV map. | ||
* [https://shergoodaviation.com/aircraft/s64/s64-aomap-full.png s64-aomap-full.png] - Full Ambient Occlusion map. | * [https://shergoodaviation.com/aircraft/s64/s64-aomap-full.png s64-aomap-full.png] - Full Ambient Occlusion map. | ||
+ | |||
+ | ===Base Paint Textures=== | ||
+ | |||
+ | [[File:S92-paint-quadrents.png|300px|thumb|right|<figure id='fig:quads'><caption>Quadrant Names 2048 Texture</caption></figure>]] | ||
+ | [[File:paint-post-process.png|thumb|right|<figure id='fig:ppp'><caption>Post processing of 2048 texture</caption></figure>]] | ||
+ | |||
+ | The S-64 paint is intended to be created as a 2048x2048 texture that gets divided into four 1024x1024 textures for upload to SL. When the textures are placed into an SA paint can (see instructions in paint can for details on how to use it), the textures for the quadrants should be named as shown in <xr id='fig:quads'/>. As an alternative, and for testing purposes, it is possible to apply the paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures. | ||
+ | |||
+ | Because the main body crosses the boundary between the quadrants between body-1 and body-2, and between body-3 and body-4, some post processing of the textures may be necessary to avoid artifacts at the boundary when applied to the model. The artifact, usually a dark line, is caused because when SL renders a texture on a surface, there is always some bleed at the texture edge from the opposite edge. In order to prevent these artifacts, use the following steps before splitting 2048x2048 texture into separate textures. | ||
+ | |||
+ | #Copy a 3x2048 column of pixels from position (1024,0) to position (0,0). | ||
+ | #Copy a 3x2048 column of pixels from position (1021,0) to position (2045,0). | ||
+ | |||
+ | <xr id='fig:ppp'/> illustrates this process. Note that this processing has already been applied to the AO map. If your paint has only base color texture and no artwork that crosses the boundary from left to right half of the texture, it may be possible to skip this post-processing step. | ||
=== Name Plates === | === Name Plates === |
Revision as of 03:56, 4 August 2021
SECTION 10. PAINTING RESOURCES
1 Aircraft
1.1 Files
Base files for the S-64 paint can be found here:
- S64Paint.xcf - Main Paints
- s64-name-plate.xcf - Name Plate Template
- rotor.png - Rotor Texture
- rotor-uv.png - Rotor UV
- rotorBlur.png - Rotor Blur
Alternatively, you can download the raw images for the layers here:
- s92 flashing.png - Text and other markings.
- s64-trim.png - Trim lines.
- s64-rivets.png - Rivets.
- s64-walkway.png - Walkway on top of helicopter.
- s64-baseColor - Base color of paint.
- s64-uvmap-full.png - Full UV map.
- s64-aomap-full.png - Full Ambient Occlusion map.
1.2 Base Paint Textures
The S-64 paint is intended to be created as a 2048x2048 texture that gets divided into four 1024x1024 textures for upload to SL. When the textures are placed into an SA paint can (see instructions in paint can for details on how to use it), the textures for the quadrants should be named as shown in Figure 1. As an alternative, and for testing purposes, it is possible to apply the paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures.
Because the main body crosses the boundary between the quadrants between body-1 and body-2, and between body-3 and body-4, some post processing of the textures may be necessary to avoid artifacts at the boundary when applied to the model. The artifact, usually a dark line, is caused because when SL renders a texture on a surface, there is always some bleed at the texture edge from the opposite edge. In order to prevent these artifacts, use the following steps before splitting 2048x2048 texture into separate textures.
- Copy a 3x2048 column of pixels from position (1024,0) to position (0,0).
- Copy a 3x2048 column of pixels from position (1021,0) to position (2045,0).
Figure 2 illustrates this process. Note that this processing has already been applied to the AO map. If your paint has only base color texture and no artwork that crosses the boundary from left to right half of the texture, it may be possible to skip this post-processing step.
1.3 Name Plates
A separate name plate prim is used for the traditional aircraft name on the nose of the aircraft. The default texture is 512x256 with name shown with a transparent background. Use the name "name" in the SA paint bucket. If no "name" texture is supplied, the name prim will be left unmodified.