falcon4:textures:weatherndepth
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
falcon4:textures:weatherndepth [2017/10/06 17:07] – http to https switch. snakeman | falcon4:textures:weatherndepth [2024/07/31 09:51] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Basic Weathering | + | ====== |
+ | |||
+ | [[https:// | ||
by Zaggy | by Zaggy | ||
Line 10: | Line 12: | ||
[[https:// | [[https:// | ||
- | That all sounds well and good, but where in our layering should all this stuff go? And then, how do we go about all this? | + | That all sounds well and good, but where in our layering should all this stuff go? And then, how do we go about all this? |
Well firstly, I'd recommend these weathering layers go above everything else, except the Panel Lines. This done as the dirt and the ' | Well firstly, I'd recommend these weathering layers go above everything else, except the Panel Lines. This done as the dirt and the ' | ||
Line 16: | Line 18: | ||
====== Shine ====== | ====== Shine ====== | ||
- | So now onto the how. The first thing i like to create is some basic ' | + | So now onto the how. The first thing i like to create is some basic ' |
{{ https:// | {{ https:// | ||
Line 26: | Line 28: | ||
====== Depth ====== | ====== Depth ====== | ||
- | The next step in creating depth is to start to work on individual panels. Typical of high performance a/c or a/c operating in extreme conditions, you'll start to notice, the panels on aircraft are not flat! A lot of metal skinned area's have some degree of visible buckling in them. This natural buckling virtually has no effect on aircraft handling what so ever, but is a very real part of the craft. The buckling can be caused by pressure, heat/cold, G's etc. | + | The next step in creating depth is to start to work on individual panels. Typical of high performance a/c or a/c operating in extreme conditions, you'll start to notice, the panels on aircraft are not flat! A lot of metal skinned area's have some degree of visible buckling in them. This natural buckling virtually has no effect on aircraft handling what so ever, but is a very real part of the craft. The buckling can be caused by pressure, heat/cold, G's etc. |
We can create an effect that will introduce some very subtle suface distortion as well. This effect is done in TWO layers... One for Dark and one for Light. I normally start with dark. Depending on the number and size of panels, I'll start with a soft edged airbrush about 13-27 pxls in diameter, then pick what angle my 'light source' | We can create an effect that will introduce some very subtle suface distortion as well. This effect is done in TWO layers... One for Dark and one for Light. I normally start with dark. Depending on the number and size of panels, I'll start with a soft edged airbrush about 13-27 pxls in diameter, then pick what angle my 'light source' | ||
Line 50: | Line 52: | ||
Basic forms of Stains and Grime can also be applied using this method. Again, create a new layer and spray black (or even VERY dark browns) in a fairly hap-hazard manner along areas of typical grime build up and staining (walkways, engine doors, control surface joints, chaff/flare dispensers, cannon muzzle, missile rails etc). Once satisfied, again reduce the opacity and possibly soften using a gaussian blur, until the desired result is obtained. | Basic forms of Stains and Grime can also be applied using this method. Again, create a new layer and spray black (or even VERY dark browns) in a fairly hap-hazard manner along areas of typical grime build up and staining (walkways, engine doors, control surface joints, chaff/flare dispensers, cannon muzzle, missile rails etc). Once satisfied, again reduce the opacity and possibly soften using a gaussian blur, until the desired result is obtained. | ||
- | As you can see, we have used the SAME effect, time and time again, with only slight differences to the colours and the size of the ' | + | As you can see, we have used the SAME effect, time and time again, with only slight differences to the colours and the size of the ' |
And now finally, a slight variation of the last effect category, Stain and Grime, that i employ without fail in all my skins, is to copy the panel lines layer, and blur this layer (Gaussian Blur, of 7-20pxl). Obviously altering the opacity to taste and ensuring the layer type is Multiply. In the scheme of things, most often, this is where i start my ' | And now finally, a slight variation of the last effect category, Stain and Grime, that i employ without fail in all my skins, is to copy the panel lines layer, and blur this layer (Gaussian Blur, of 7-20pxl). Obviously altering the opacity to taste and ensuring the layer type is Multiply. In the scheme of things, most often, this is where i start my ' | ||
Line 60: | Line 62: | ||
{{https:// | {{https:// | ||
- | But hopefully after reading this, you guys will go away and start to experiment with techniques and find a way that works for you; hopefully improving on these basic techniques, finding new applications for them, and developing new ways of doing stuff... Which then I trust, you'll share with me. :) | + | But hopefully after reading this, you guys will go away and start to experiment with techniques and find a way that works for you; hopefully improving on these basic techniques, finding new applications for them, and developing new ways of doing stuff... Which then I trust, you'll share with me. :) |
This of course does not cover the many other ways of weathering your skins, things like leaking fluids or chipped/ | This of course does not cover the many other ways of weathering your skins, things like leaking fluids or chipped/ | ||
+ |
falcon4/textures/weatherndepth.1507309640.txt.gz · Last modified: 2017/10/06 17:07 by snakeman