Open Harald67 opened 8 years ago
We could use a new texture for the fuselage and the cabin.
Absolutely! So when the new UV mapping is done I will start the work.
We need to compute an ambiant occlusion map for reference.
Once the UV mapping is done, I would appreciate if you export not only the paintkit (which will look like this ), but also the AOMap which I would apply as a semi-transparent layer. See the c182s cockpit for an example, the use of AOMap both in the interior and exterior textures make a world of difference!
How to handle placards ?
What do you mean by placards? You mean the text in the panel for switches and other things? If so, then I would suggest making the panel texture in quite a high resolution (see the c172p and c182s) so that I can add the text direct to the texture. That should make life easier and I think it will make it look better. Also, having a high res panel is fundamental since that's the part of the plane the user will spend 99% of his time looking at :wink:
I've completed the interior shader so that we can use bump mapping inside the cabin, is it of any use ?
I never used bump map for the interior, I have seen it applied only to things like bolts and screws in the outside. I personally can't think of anything that would benefit hugely from that, but we can see it after.
We could use a new texture for the fuselage and the cabin. We need to compute an ambiant occlusion map for reference.
How to handle placards ? Should they be included in the textures or can we put them in some kind of overlay in the cabin (a separate polygon near the cabin texture) ?
I've completed the interior shader so that we can use bump mapping inside the cabin, is it of any use ?