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First Repaint.... trickier than I thought... (Read 3277 times)
Sep 7th, 2011 at 1:38pm

Bullock   Offline
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Check out my new toy.....CF-18 painted in the colours of my favorite hockey team, The Calgary Flames....

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BTW, I saved the texures as a basic DTTS file with no Alpha before I realised you could change those settings. Can someone explain the differences, pros / cons?
 

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Reply #1 - Sep 8th, 2011 at 6:40am

patchz   Offline
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Nice job. Smiley

Alpha channel will give you a shine. White = none, black = maximum. But in most cases, you can't get anywhere near full black. I usually end up somewhere around 25% black when I want shine.

If you are just doing a palette shift, same pattern, different colors, and want the same amount of shine, the easiest way is send the alpha from the original to your editor, clone it, and close the original

in the editor, leaving the clone open. Then send the repaint alpha to your editor, copy the original and paste it to your repaint alpha. Close the repaint alpha and save, close the clone but don't save.

Then save that particular texture. Repeat for all the textures.
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #2 - Sep 8th, 2011 at 8:56am

garryrussell   Offline
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A repaint shold have an all new alpha not a clone of an exisiting

There are the areas like markings etc that need taking out of the alpha.

An alpha really needs to be specific to a paint.

 
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Reply #3 - Sep 9th, 2011 at 11:01pm

todayshorse   Offline
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Well said! I spent many hours tinkering with the alpha, using one from some other repaint just wont work.....Use it as a start point by all means but lettering, markings and so on just dont have the same 'shine' as they are not the same material as the fuselage etc.....i think i used to use the magic wand on my .bmps to 'cut out' the markings, and transfer to the alpha, then lighten them up vis a vis the rest of the fuselage/wings/whatever. Its difficult Undecided

But well done on getting your paint into the sim and working  Wink

BTW, its took me two weeks to get the windows right on somthing ive started working on Roll Eyes My first repaint in blooming years!!!
 

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Reply #4 - Sep 10th, 2011 at 3:52am

Hagar   Offline
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todayshorse wrote on Sep 9th, 2011 at 11:01pm:
Well said! I spent many hours tinkering with the alpha, using one from some other repaint just wont work.....Use it as a start point by all means but lettering, markings and so on just dont have the same 'shine' as they are not the same material as the fuselage etc.....i think i used to use the magic wand on my .bmps to 'cut out' the markings, and transfer to the alpha, then lighten them up vis a vis the rest of the fuselage/wings/whatever. Its difficult Undecided

No need for all that messing about. You can use the main texture as Alpha in DXTBmp. Alpha > Import Alpha. It will be automatically converted to 8-bit Grey Scale. You can then tweak it to get the effects you want.
 

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Reply #5 - Sep 10th, 2011 at 4:50am

Bullock   Offline
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Thanx for all the replies. Im still trying to digest all this knowledge. All that technique needs to catch up to my creativity....

 

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Reply #6 - Sep 10th, 2011 at 7:24am

Club508   Offline
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Awesome Job!  You kept the nuts an bolts and even scratches and stuff on the flaps!
The only thing I found a bit strange was the canada flag on the tail.  Wasn't Canada's flag red with white instead of black with red?
But amazing paint!
Smiley




And about the alphas, if you don't want to go around making you're own but still one a quite close one, you can copy the alpha from any default just plain white one and do this:
1.  Open the default white one in DXTbmp
2.  In the little upper left-hand corner it will
    show the image of the alpha, and then some
    small little icons right underneath.  Roll your
    mouse over them until you find the one
    that's called Export Alpha.  Then save the
    alpha.
3.  Open your new texture, and then on the top bar of the screen hit Alpha, and then find the one called Import Alpha.  Then click okay to all that 256x256 and grayscale blabber.  Then select the image you saved as an alpha.  Then, save as a DXT bmp or DDS or whatever you're going to save the image as.
 

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Reply #7 - Sep 10th, 2011 at 3:00pm

garryrussell   Offline
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I keep a group at the top of my .psd

The group is called alpha and contains the grey alpha tint and the usual cut outs details like door handles, vents etc

To make an alpha for the paint I select the layers of the livery bits that need to be cut out, copy then merge the copy into one layer

Place that layer in the Alpha group on top of the others, turn the group on so now I have an all grey bitmap with the usual cut outs in white and now the livery...change the livery layer to white, save as name_alpha and call that in using DXT.BMP

If your editor doesn't support groups then just two layers at the top to turn on...Alpha tint and usual cutouts above that will do.

Takes about 30 seconds to make a specific alpha for the paint

I've never taken more than a very few mins making an alpha

 
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Reply #8 - Sep 11th, 2011 at 9:52am

todayshorse   Offline
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Well maybe i spend too much time on them then!!! But i do like to faff about with it, down to individual panels and various parts. I dunno, its just how i like to work Smiley
 

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Reply #9 - Sep 11th, 2011 at 10:18am

garryrussell   Offline
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Individual panels etc are already taken care of in the main paint via different layers with areas of black or white at different opacity's to lighten or darken various panels

To alter those or copy and use to alter areas in the alpha again only takes seconds

Point here is folks spend ages trying to line up and match alphas to their paints when all they need is already there Smiley


 
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Reply #10 - Sep 28th, 2011 at 11:58pm

J2Summit   Offline
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I agree with Todayshorse. I spend quite some time on alphas because they do more for a model than most realize. I get out of them what I put into them.

Layering is the key to repainting. If the main texture file is set up with layering to your liking - including layers specifically for the alpha - then the alpha file can be created from the texture file. Open the texture file, convert to grayscale, then turn on and off specific layers depending on how you set things up to make life easier. I have a checklist for each model I do, and presets of "brightness/contrast" for specific layers. It IS a quick easy job once the texture file is set up right.

I use the "negative" method as the foundation of my alphas. By changing a texture file to grayscale, you can then negative the image, inverting the lightness. Most objects in a texture require the opposite light value in the alpha. There are numerous exceptions to this rule, but it's a good place to start for experimentation.

Many secrets can be found by experimenting with alpha channels. You'll get out of it what time you put into it.
 
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Reply #11 - Sep 29th, 2011 at 5:35pm

Club508   Offline
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J2Summit wrote on Sep 28th, 2011 at 11:58pm:
I agree with Todayshorse. I spend quite some time on alphas because they do more for a model than most realize. I get out of them what I put into them.
Many secrets can be found by experimenting with alpha channels. You'll get out of it what time you put into it.

I just recently figured that out.   And whhhhhooooooooooowheeee do they make a diffrence! Shocked Shocked Shocked
Never imagined the results I got coming! Shocked
 

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Reply #12 - Sep 30th, 2011 at 11:13pm

patchz   Offline
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garryrussell wrote on Sep 8th, 2011 at 8:56am:
A repaint shold have an all new alpha not a clone of an exisiting

There are the areas like markings etc that need taking out of the alpha.

An alpha really needs to be specific to a paint.


Garry, I did not say clone for the repaint. I said clone for the palette shift. There is a huge difference. A palette shift is the exact same pattern, except for colors and it works fine.

For the repaints, I often make a copy of the texture I'm working on and then alter the light/dark/contrast for the alpha.
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #13 - Feb 14th, 2012 at 6:30pm

BLAZE   Offline
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Cool paint job there Bullock Smiley  I'm not even into ''sports without motors'' but I would love to have that beauty in my hanger!  DANG!!!...I wish I could paint. I've tryed and tryed but I can't seem to get it Angry   when ever I try to fly my new paint job it just looks like nothing, No texture at all.  BUMMER! Angry     -Blaze-
 

"May the wind always be at your back and the sun upon your face. And may the wings of destiny carry you aloft to dance with the stars"  Cheers George!
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Reply #14 - Feb 14th, 2012 at 8:08pm

Club508   Offline
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BLAZE wrote on Feb 14th, 2012 at 6:30pm:
Cool paint job there Bullock Smiley  I'm not even into ''sports without motors'' but I would love to have that beauty in my hanger!  DANG!!!...I wish I could paint. I've tryed and tryed but I can't seem to get it Angry   when ever I try to fly my new paint job it just looks like nothing, No texture at all.  BUMMER! Angry     -Blaze-

Probably the wrong filetype.  Did you make sure to save it as a DXT3 extended bitmap in DXTbmp before putting it in?
 

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