A quick shader/lighting test, with the new reflection/color maps"
EDIT: Link should be public / fixed now.
B-58 Hustler - Round II
Re: B-58 Hustler - Round II
Last edited by japme on Sun Sep 04, 2022 10:41 pm, edited 1 time in total.
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- denders
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Re: B-58 Hustler - Round II
The video is showing up here as 'private'.
Edit: Yup, now it works.
Edit: Yup, now it works.
Dave
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Re: B-58 Hustler - Round II
That's looking really great. Is the gloss on the underside the same as the top? Could just be from the extreme angle of the surface to the camera.
Re: B-58 Hustler - Round II
It is.
I prefer to use a univeral procedural shader rig and then any variations, based on location, are introduced via the textures that are used, rather than trying to create the entire shader, via just texture maps. So things like specular/highlight (and usually reflection) will be procedural, but the color/bump (and for polished skin... reflection) will be driven by actual texture maps.
Right now, the weathering patterns, in the color/reflection maps, are consistent across all domains. Once I have a chance to get back to the SAC Museum, the next round of reference photos, will be looking at building in the variation in the levels of weathering, based on the different parts of the aircraft.
Unfortunately, the B-58 at the SAC Museum, is a painted, rather than a polished one, so it makes it a little challenging replicating the effects correctly. Fortunately, there are a couple of polished aircraft, so the actual reflection effect is pretty close to what you should be seeing, from a mid-Cold War, stressed-skin, polished airframe.
I prefer to use a univeral procedural shader rig and then any variations, based on location, are introduced via the textures that are used, rather than trying to create the entire shader, via just texture maps. So things like specular/highlight (and usually reflection) will be procedural, but the color/bump (and for polished skin... reflection) will be driven by actual texture maps.
Right now, the weathering patterns, in the color/reflection maps, are consistent across all domains. Once I have a chance to get back to the SAC Museum, the next round of reference photos, will be looking at building in the variation in the levels of weathering, based on the different parts of the aircraft.
Unfortunately, the B-58 at the SAC Museum, is a painted, rather than a polished one, so it makes it a little challenging replicating the effects correctly. Fortunately, there are a couple of polished aircraft, so the actual reflection effect is pretty close to what you should be seeing, from a mid-Cold War, stressed-skin, polished airframe.
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Re: B-58 Hustler - Round II
Aaah yes, much more lively. One of the more sexy planes ever made 
Cobra 6

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Re: B-58 Hustler - Round II
More work on the shaders... and have started to develop the cockpit and other crew areas.




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- AwryChaos
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Re: B-58 Hustler - Round II
Nice work! The B-58 is one of my favorites!
Re: B-58 Hustler - Round II
A little environmental experiment...

...need to add the afterburner and figure out how to create a jet wake/jet blast effect, when interacting with "snow"

...need to add the afterburner and figure out how to create a jet wake/jet blast effect, when interacting with "snow"
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Re: B-58 Hustler - Round II
Looking good. Couldn’t you use some cloud effects or particles to create the whirling snow in the wake?