Thursday, 3 March 2011

Aircraft build - Adding materials

Using symmetry / mirror replicate completed wing + rudder to complete plane.




Create materials to relate to elements functions (eg tyres / rubber) rubber  = blinn material no shine + black. Metal = grey - anthroscopic - high specular + anthroscope with rotation 




Cover entire plane with basic materials




Create second + third etc metals to create different appearances since not all components are of uniform material or colour





Select fuselage - quick slice - two slices (horizontal) positioned for skyfleet colours (see reference pictures of plane for positioning)





Select polygons on tail - Detatch





Highlight polygons inside two ''quick sliced'' lines (this can be difficult to achieve directly - over highlight polygons and remove as necessary) 





Detached tail polygons will not be blended with strip



materials - diffuse layer - bitmap - created skyfleet colours




Detach centre section so bitmap is not as distorted (stretched)




Apply material - adjust shape / size / position until desired result is reached






Apply reversed bitmap to opposite side of fuselage





Apply separate materials to either end of strip (blue material to front - yellow to rear)





Add reflect / refract as desired for enhanced finish - use raytrace as bitmap




twist antroscopes to angles that allow more realistic reflections


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