Take me to Cheyenne (B-17G)
Re: Take me to Cheyenne (B-17G)
Nice looking model!
Re: Take me to Cheyenne (B-17G)
Thanks!
Setup the primary rudder (still need to add the smaller rudder trim tab)...

Setup the primary rudder (still need to add the smaller rudder trim tab)...
Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
Re: Take me to Cheyenne (B-17G)
Rudder & Rudder Trim complete!



Landing Gear joints/pistons setup for rigging!!!... main and rear, however linkages are not connected, so everything has to be done manually (unfortunately, mechanical linkages like this are one of Carrara's biggest weaknesses)

Ventral turret should be the last major symmetric component, and then I can start on the side gunner positions...
Landing Gear joints/pistons setup for rigging!!!... main and rear, however linkages are not connected, so everything has to be done manually (unfortunately, mechanical linkages like this are one of Carrara's biggest weaknesses)
Ventral turret should be the last major symmetric component, and then I can start on the side gunner positions...
Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
Re: Take me to Cheyenne (B-17G)
Ventral turret roughed in... not all windows have been cut in, outside of the main panels on the face of the turret, as I need to find some better schematics of the panels.



... now I can add the non-symmetrical gunner positions to the nose and waist of the fuselage...
... now I can add the non-symmetrical gunner positions to the nose and waist of the fuselage...
Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
Re: Take me to Cheyenne (B-17G)
Cheek and waist gunner positions added (minus the guns)...



Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
Re: Take me to Cheyenne (B-17G)
Waist gunner positions added!


Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
Re: Take me to Cheyenne (B-17G)
Now the fun begins!!!... NOT!... Figuring out how to interleave the Top/Bottom/Left/Right planar projection maps to best effect when dealing with tubular/spherical meshes can be so much fun (sarcasm intended).


Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme
- denders
- Super Moderator

- Posts: 70
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- Location: Fairview, Tennessee
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Re: Take me to Cheyenne (B-17G)
I tend to, for example, to divide the shapes like the fuselage into quarters, around the cylinder, and do a project from view, Top, Bottom, right, left. But I also use Substance Painter for the textures.
I have Substance Painter from the last non-subscription version that I keep using. Supposedly, if you buy through Steam, you get the updates for that year. And my understanding is that it will keep working after the year is up. Or at least that's the way I read it. March is when they release a new version.
I have Substance Painter from the last non-subscription version that I keep using. Supposedly, if you buy through Steam, you get the updates for that year. And my understanding is that it will keep working after the year is up. Or at least that's the way I read it. March is when they release a new version.
Dave
Re: Take me to Cheyenne (B-17G)
Same on the mapping approach! The real fun, is then figuring out the interleave mixing to best deal with various geometry that is far enough off axis from your projection that the distortion/stretching/skewing becomes to great. Essentially, I look at the the entire models texture set almost like a Minecraft structure... as long as I can keep a texture pixel from stretching more than 2.5 times along the axis of projection.
I've considered getting Substance Painter and if I ever actually switch to Blender I will, but for Carrara, Photoshop is more than sufficient...
All that being said... projection interleaving for the fuselage has been mapped!!!


The checkerboard pattern is sized to "36 pixels per foot" or scale dpf... for the bump maps, that might get scaled up to a 48 or 60 "dpf"
I've considered getting Substance Painter and if I ever actually switch to Blender I will, but for Carrara, Photoshop is more than sufficient...
All that being said... projection interleaving for the fuselage has been mapped!!!
The checkerboard pattern is sized to "36 pixels per foot" or scale dpf... for the bump maps, that might get scaled up to a 48 or 60 "dpf"
Tools of Choice: Eovia/DAZ3D Carrara 8.5 Pro & Photoshop
WIP Image Archive: https://imageshack.com/user/Japme
WIP Image Archive: https://imageshack.com/user/Japme