Wolf, good point.
I currently have a -1s head only, so any variant of mine will be a -1s. I got strike and regular fastpacks. I'm about 60 percent done modeling the booster/electronic kits for the ELINT I'm working on. I just have the head, dish, and the large antenna that runs perpindicular to the centerline of the valk. Once my texture templates are complete, it shouldn't be a prob to churn out renders of diff COLOR -1s variants, but untill I finish my ELINT or model new heads, I'm stuck with -1s.
Dammit, I forgot I have to rehash the fwd fuselage to tweak it for the two seater.
DB,
I think most people who texture and model realistic looking mecha have either first hand knowledge of various real world machinery and equipment (aircraft, tanks, military equipment and artillery) or have done extensive visual and MECHANICAL research to get the right look.
Slapping a "DANGER INTAKE" texture by an inlet is semi-realistic in itself. Mapping grease and fluid stains swirling INTO the intake from rivits is a little insane, and graphicly intensive, but is as *real* as it gets.
** Yes I have a seperate map for my intakes **
On that note DG,
Have you thought about mapping smudge/abrasion markings along the arc that your inlet covers retract on your intakes? Even subtle smudges that define the arc would look pretty damn pimp on a closeup shot looking in to the intake as if inspecting it.
What do you guys think about some real life refs for those trying to get the weathering just right? I could shoot different shots depicting actual weathering on the low-vis Air force paint job for an A-10. It's not an F-14, but oil streaking across the wing doesn't know whether it's on an A-10 or a Cessna. I got a new digital camera and I'm itching to do it.
Lemme know.