Texture NOOBIE (for development)

Kosiiq

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Hi everyone! I got introduced to Orbiter about a year ago, but got addicted about 5months ago. Now I joined the forum for the first time. I have some experience in creating textures, especially normal and specular mapping. Any Ideas?
 
:welcome: to Orbiter-Forum!

:cheers:
 
For me I can always use metal wall panels to be added to my models, if your offering?

It goes without saying Welcome. Hope you find the good folks on here as useful as I do.
 
Hi everyone! I got introduced to Orbiter about a year ago, but got addicted about 5months ago. Now I joined the forum for the first time. I have some experience in creating textures, especially normal and specular mapping. Any Ideas?

Excellent, glad to have you aboard. Out of curiosity, what sort of texturing program do you use primarily?

I would also love some good metal textures too, but I just took in a new load of stock ones off the web, so I should hopefully be able to manage for a while.

:tiphat:
 
Thanks!

Hi guys! Thanks for the welcome! I added my first addon for the XR-5! A complete specular and normalmap texture pack! It is awaiting approval, and should be available soon! I will still round it off, not happy with the spec mapping and some norm textures.

What type of metal do you want? High Tech, shiny aluminium, rusty, charred by rockets?
I will try and make something good, will even include Norm- and Spec-mapping! However it is difficult to create a texture for many applications, However, if you send me your base textures, I can retexture it for you :)
I'm no-good with 3D modelling and progeramming though :( havn't tried it yet!
I use photoshop with Nvidia's plugin mostly.
 
Some skills in texturing ? Hum ... I have not at all. If you have free time and of course you want, you can apply your skills for my Shuttle PB Mk2 (see signature) !

Oops, getting to much on my "buisness", forgot to say: "Welcome here, guy ! :cheers:"
 
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You can try to do something about the default base textures (pads, walls, roofs, runways, trains).
They look like something out of DukeNukem 3D :) but doing something better that works is not trivial.
I'm not talking about just getting some generic brick wall with window texture. He have those.

I'm talking about sci-fi styled textures, with proper scale and good detail to bring bases to life.
 
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Could I interest you in downloading "PaddyHabitat" and seeing what you think the the walls. If you could come up with better scaled panels I sure they would get used of all manner of Offices, sheds and such like. May even become standard issue for new bases.

Thanks for even thinking about doing something as I am well aware of the hours these things eat up.
 
I was thinking... I would build base walls out of something lightweight and composite, carbon fibre, aircraft aluminium, maybe even a few combinations... I'll see what I can do... Any suggestions? I can create wall panels for interior and exterior. That would be good. I'll get to work on it.
 
Carbon-fibre tiles.

My first try.
Carbon fibre panels with aluminium rivets.
Use it for tiling on base walls etc.
Make sure you include the normal mapping... It gives the textures depth.
I Used unsigned 24bit RGB format, for excellent quality. If you wish to have smaller files, just let me know, or compress them to dxt5 yourself.
Here is a preview with and without the normal mapping.
If you want it, I will upload it.
 

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Some skills in texturing ? Hum ... I have not at all. If you have free time and of course you want, you can apply your skills for my Shuttle PB Mk2 (see signature) !

Oops, getting to much on my "buisness", forgot to say: "Welcome here, guy ! :cheers:"

I will take a look. I know that you have undertaken this project to learn more, so here are a few pointers from a graphical perspective.

1. When applying the texture to the 3d model, try to apply it without letting it strech around the corners. Unfortunately I have no experience in 3d modeling, so I don't know how to do it myself... :(
2. A mixture of texture and 3d detail makes a model look awesome!
What I can suggest is that you maybe add a little more detail to the 3d model, such as
gear, rcs thrusters etc. Perhaps someone can help you with the animations of those objects.
Smaller details are added through normal- and specular mapping, to round off a model. Now here I can help :)

I look forward to helping you on this project!:tiphat:
 
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Hum...
RCS thrusters are planned, there are some "gears" already now, I will animate all the things in a bit, and for UV mapping I think I've done them good enough. If you have any ideas for decals I can put on the fuselage, you are more than welcome :)
 
Welcome to the Forums ! :hailprobe:

It's great to have a texturer around there !

In fact there is something you could greatly help me with, if you want of course. The below pic explains most of it. Do you think you could reproduce as a texture the well... texture of the nozzle of that engine ?

I mean what look like vertical fine grey-ish metallic bands, I'm doing 3D models for the horizontal "belts" and tubes, which are going to overlay the nozzle anyway.

http://sitelife.aviationweek.com/ve...6543c95a-e577-45ff-bf32-117a0b09df2c.Full.jpg

That would bring my engine model to the upper level :tiphat:
 
Hum...
RCS thrusters are planned, there are some "gears" already now, I will animate all the things in a bit, and for UV mapping I think I've done them good enough. If you have any ideas for decals I can put on the fuselage, you are more than welcome :)

I'll design something, maybe add a little details as well...
 
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