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 Post subject: Texture mapping
PostPosted: Thu Jun 27, 2013 5:06 pm 
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Joined: Fri Dec 29, 2000 7:01 am
Posts: 710
Location: Wembley, Alberta
Dear aircraft developers,

Those of you who feel the need to separate the rudder from the tail on your texture maps (I'm looking at YOU Aerosoft)...

I hope you die in a fire.

Sincerely,

Re-painter who is spending waaaaayyyy too much time trying to line up my logo on your stupid split-tail paint kit.



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 Post subject: Re: Texture mapping
PostPosted: Thu Jun 27, 2013 7:24 pm 
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Joined: Fri Feb 27, 2009 1:39 am
Posts: 1908
Location: Up here wishing I was down there.
lol

Made my day to read this. You should have seen some of the kits for rFactor Racing (mostly in mods). It was so bad, I would paint each piece a different colour and see where the parts came out on the car.

And even then seams weren't always along the pieces, but sometimes right through them. Even had to do checkered patterns at pixel level to figure some alignments.



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 Post subject: Re: Texture mapping
PostPosted: Sat Jun 29, 2013 3:10 am 
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Joined: Wed Jul 16, 2003 1:16 am
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Location: Ottawa
On a tangent here - what are the chances of putting up a "thumbs-up" system so we can easily say "right on" or "I agree" without actually replying?

+1 :D



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 Post subject: Re: Texture mapping
PostPosted: Sat Jun 29, 2013 4:45 pm 
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Joined: Tue Dec 01, 2009 1:26 am
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Keith CVA51 wrote:
Dear aircraft developers,

Those of you who feel the need to separate the rudder from the tail on your texture maps (I'm looking at YOU Aerosoft)...

I hope you die in a fire.

Sincerely,

Re-painter who is spending waaaaayyyy too much time trying to line up my logo on your stupid split-tail paint kit.


Yeah! What the man said! I did one where not only was the tail separated from the rudder but the scaling on the rudder was different than on the tail, not only did you have to crop and (guess to) align but you had to scale down the cropped piece on the rudder to get it sized to match up with the rest of the tail!



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