Here is the best solution for those R/C pilot who have visibility problem when flying 'line of sight' (L.O.S) at high altitude on white cloudy sky. Just paint/spray almost 50-70% your plain plane with black or other darker paint against sky color and you will able to see your plane clearly against the blue,white or dusky sky because your plane wings or other parts looks contrast/visible. But do not spary the whole plane with same color make sure you make a differentiation of colors on every surface of the plane so you could recognized which parts is up, down, left or right orientation. Thus you will never loose, confused orientation or lost sight of your plane again. Cheers.
Showing posts with label paint. Show all posts
Showing posts with label paint. Show all posts
Sunday, June 03, 2012
Flying tips: Turn it dark
Labels:
black,
blue,
clouds,
dark,
guides,
line of sight,
paint,
plane,
radio control,
rc,
sky,
spary,
tips,
visibility.
Tuesday, February 02, 2010
Fatal dusty paint on my car
Friday, January 15, 2010
PAINT WORKS for XAVAGE released!


Enjoy.
Labels:
corel,
custom,
design,
paint,
paint works,
photopaint,
photoshop,
templates,
texture,
xavage
Saturday, April 26, 2008
UV mapping done, now to the next stage…detailing and patching.

Here we got a pretty uneven UV patched texture with some borderlines of different color shading. First need some paint skills to make the color gap even, then later I will add extra details like door lines, grooves, body rivets, grilling, object shadows and some necessary details to make the models looks real and authentic.
Labels:
3d models,
border line,
color,
door,
lines,
paint,
patch,
rivet,
SupermotoXL,
uv mapping,
z modeler
Friday, April 25, 2008
UV Mapping & texture templating

I've just done creating texture templates for wrapping the models meshes. Now comes to UV mapping process to map all unmapped 3d meshes. I used non-linear UV mapped which is most effective way to minimized the used of texture on the templates and increase the use of detailed texture per-pixel. Non-linear is an advantage but will be disadvantage for some game simulator or some game which enables linear mapping for custom ingame texture painting. As for me what the heck i just do what i'm capble of. Beside you can simply re-edit/repaint manually the texture either in TGA, DDS, TIF or any supported format for models under respective game port.
Saturday, February 09, 2008
PART 27: Rear texturing work
I've just 50% complete doing texturing work for rear vehicle models. Picture as shown before and after. Lots of decaling and shading work. Each side took estimated 10 hours to work on for the 2nd layer. Expected to have more than 300 layer for this texture models. I'm using old COREL tools for this texturing job. The models looks more alive and real after layer and layers of texture work.



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