Difference between revisions of "EC-135/Painting Resources"

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(Created page with "<span class=sa-section>SECTION 14. PAINTING RESOURCES</span> === Files === Paint templates are available at: * [https://shergoodaviation.com/aircraft/ec135/paint/ec135-pain...")
 
(Base Paint Textures)
 
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Paint templates are available at:
 
Paint templates are available at:
  
* [https://shergoodaviation.com/aircraft/ec135/paint/ec135-paint.xcf ec135-paint.xcf] - Main paint Gimp file
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* [https://shergoodaviation.com/aircraft/ec135/downloads/ec135-paint.xcf ec135-paint.xcf] - Main paint Gimp file
ec135-mainRotor.xcf Main Rotor Gimp file
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* [https://shergoodaviation.com/aircraft/ec135/downloads/ec135-mainRotor.xcf ec135-mainRotor.xcf] - Main Rotor Gimp file
ec135-tailRotor.xcf Tail Rotor Gimp file
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* [https://shergoodaviation.com/aircraft/ec135/downloads/ec135-tailRotor.xcf ec135-tailRotor.xcf] - Tail Rotor Gimp file
ec135-aomap.png AO Map
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* [https://shergoodaviation.com/aircraft/ec135/downloads/ec135-aomap.png ec135-aomap.png] - AO Map
ec135-uvmap.png UV Map
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* [https://shergoodaviation.com/aircraft/ec135/downloads/ec135-uvmap.png ec135-uvmap.png] - UV Map
  
 
=== Base Paint Textures ===
 
=== Base Paint Textures ===
  
The S-61R 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.
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The EC-135 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 follows:
 
 
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.
 
  
=== Text Overlay Texture ===
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{|class=wikitable
 +
|style="height: 100px;width: 100px; text-align: center;"|body-1
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|style="height: 100px;width: 100px; text-align: center;"|body-2
 +
|-
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|style="height: 100px;width: 100px; text-align: center;"|body-3
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|style="height: 100px;width: 100px; text-align: center;"|body-4
 +
|}
  
An optional 1024x1024 text overlay texture can also be supplied as part of the paint.  The texture is used to overlay small text on the model where the base texture would not have enough resolution (e.g. <xr id='fig:overlay'/>).  If used, this texture should be named "s61r-text".  If no overlay text is specified, the black text texture will be use.  If you do not want to use the overlay text, specify the transparent texture in its place.
 
 
 
 
 
 
Painting the EC-135
 
 
The EC-135 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 follows:
 
body-1 body-2
 
body-3 body-4
 
 
As an alternative, and for testing purposes, it is possible to apply the EC-135 paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures.
 
As an alternative, and for testing purposes, it is possible to apply the EC-135 paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures.
Unlike the S-64 and S-92 paints which include islands that cross the quadrant boundaries, the EC-135 does not have any such islands. As a result there is no post-processing requirement other than the split the texture into the four quadrents.
 
  
Files
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Unlike the S-64 and S-92 paints which include islands that cross the quadrant boundaries, the EC-135 does not have any such islands. As a result there is no post-processing requirement other than the split the texture into the four quadrants.
Base files for the EC-135 paint can be found here:
 
File Description
 
ec135-paint.xcf Main paint Gimp file
 
ec135-mainRotor.xcf Main Rotor Gimp file
 
ec135-tailRotor.xcf Tail Rotor Gimp file
 
ec135-aomap.png AO Map
 
ec135-uvmap.png UV Map
 

Latest revision as of 22:28, 5 October 2021

SECTION 14. PAINTING RESOURCES

1 Files

Paint templates are available at:

2 Base Paint Textures

The EC-135 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 follows:

body-1 body-2
body-3 body-4

As an alternative, and for testing purposes, it is possible to apply the EC-135 paint as a single 1024x1024 texture. To do this, simply specify the same paint or uuid for all four of the body textures.

Unlike the S-64 and S-92 paints which include islands that cross the quadrant boundaries, the EC-135 does not have any such islands. As a result there is no post-processing requirement other than the split the texture into the four quadrants.