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I,m in the process of doing various experiments with unwrapping and painting. before I get far down that road I'm still trying to decide how to layout the UV maps and as a result how many textures I'll need.
Being a novice in this area I'm basing my thoughts on the following:
If I want a clean line for panel lines etc, that line should be no wider than 3mm - 1/8" in real life. The thinnest line I can create is 1 pixel. Therefore if my fuselage is 68' long I need 6909 pixels (Metric) or 6528 pixel (Imperial) to cover the length of the fuselage at that scale.
The aircraft is for P3D v4 and although the SDK says 1024 x 1024 I have seen aircraft in there at 2048 x 2048. So following that logic I need to spread the fuselage over 3 x 2048 and 1 x 1024. The smaller parts or parts requiring less detail can go on smaller textures.
But I don't want to keep rearranging maps juggling what goes on what texture. I'd like to get an idea before I start in earnest, even possible sketch with paper and pencil to come up with a strategy.
Am I thinking along the right lines? (no pun intended)
Being a novice in this area I'm basing my thoughts on the following:
If I want a clean line for panel lines etc, that line should be no wider than 3mm - 1/8" in real life. The thinnest line I can create is 1 pixel. Therefore if my fuselage is 68' long I need 6909 pixels (Metric) or 6528 pixel (Imperial) to cover the length of the fuselage at that scale.
The aircraft is for P3D v4 and although the SDK says 1024 x 1024 I have seen aircraft in there at 2048 x 2048. So following that logic I need to spread the fuselage over 3 x 2048 and 1 x 1024. The smaller parts or parts requiring less detail can go on smaller textures.
But I don't want to keep rearranging maps juggling what goes on what texture. I'd like to get an idea before I start in earnest, even possible sketch with paper and pencil to come up with a strategy.
Am I thinking along the right lines? (no pun intended)