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Art Topics related to WWI aviation artists, art, aircraft profiles, 3D rendering, etc.

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Old 15 January 2005, 03:50 PM   #1 (permalink)
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Oberursel Rotary Engine Texture Tests

I'm trying to texture and map my Oberursel Rotary Engine.
Any comments?
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Old 16 January 2005, 06:52 AM   #2 (permalink)
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Heya,

The model looks great.

A few notes:

The intake pipes look odd, where they make the 90 going
into the cylinder.

The spark plug holder on photos of the Ur-2, is a flat area cut
out of the cooling fins.....not on a plate like you have. Whats
your mail addy? I can send you a picture?

The mapping is looking good. I would watch the texture repeats
on the cylinders. You have the same piece of grime repeated 9
times

hth
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Old 17 January 2005, 05:35 AM   #3 (permalink)
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Paul
Here is a shot I took of a rotary at Rhinebeck NY.
This is an operational engine so it should give you some insight into how thesee things looked in operation.
I think the key here is that they were extremly messy





I think you need to darken things up a bit.
and try vary the colors a little - right now everything seems to have about the same hue.

here some stuff i did on the LeRhone
LeRhone renderings

HTH
Mark
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Old 17 January 2005, 06:07 PM   #4 (permalink)
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Mark,
They let you touch it? =D Great photos. You know I think their DVII
engine is original and operational as well.


Those photos are exactly what I was trying to say in another thread.
Greasy and dirty, and in particular all the parts around the engine.

The overall sheen is a material I would love to nail. I tried a few times with little success. I need to try to do it without reflections as my rotary is a resource hog when it renders with reflections. Perhaps I can give this a go again some time.

See thats what neat about 3d stuff, you can always go back and make it better

Anyhow here are photos I took in Seattle.






I will mail you the Ur-2 photos later. I can't post those here.
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Old 17 January 2005, 07:54 PM   #5 (permalink)
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Thanks

Tim, Mark,
Thanks for the pics and for your sugestions.
Tim, where the spark plug goes in... are the fins cut? That is to say if I cut down the fins will that look right? I can't really tell from the photos
I'll rework the exhaust bends. That was my first attempt at the "pipe" extrusion tool. Still can't get it to bend in two axis. i've also tried to rework the wingstrut clamps take a look please and tell me what you think...
Mark, are you "mapping" the texture on your engines? is it from a photoshop image that you made?
Thanks again
Paul
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Old 19 January 2005, 08:02 AM   #6 (permalink)
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Quote:
Originally Posted by 1998328is
Mark, are you "mapping" the texture on your engines? is it from a photoshop image that you made?
Thanks again
Paul
Paul
yeah - I generaly texure map every visible surface.
and yes, Photoshop is the primary tool.
for small surfaces I generaly use "procedural textures"
larger surfaces usualy need something specific.

one thing
like Tim said, you are getting an obvious repeat.
easiest thing is to kill that dark smear - that is what is making it obvious.
also - if the geometry is symetrical - try going in and physicaly rotating some of the cylinders - this can result in a different part of the map showing so it will not look the same.
This is a good solution for my software because it doesn't impact resource requirements.
it will only tolerate so many texture maps.
sooner or later it will throw up

But, I do think you need to generate a couple of different textures here.
the cylinders are oil covered cast metal.
and I believe the "body " of the engine (crankase housing?) is cast metal as well. But the front of the engine looks like it has been machined.
in any case - it is smooth and shiny - and also oil splattered.
it needs a seperate map.
then I'd use several procedurals on the small assemblies on the heads.
I'd make them shiny and reflective.
and don't be afraid to exagerate a little.

HTH
mark
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Old 19 January 2005, 08:51 PM   #7 (permalink)
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Heya,

You should be able to see the fins on the photos I sent you.

I second what Mark said about exagerating a bit. Sometimes it takes a bold texture to get the right look.
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Old 27 January 2005, 06:46 AM   #8 (permalink)
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Too dirty?

I had it a bit darker on a previous version but was losing the "Prop plates"
I'm going back to the exhaust pipes next.
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Old 27 January 2005, 08:06 AM   #9 (permalink)
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too dirty? ... maybe
but, I'd leave it for now
keep going with the rest and then see how everything works together
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Old 27 January 2005, 09:28 PM   #10 (permalink)
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Right, leave it dirty!
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